Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: Checkyersix on July 06, 2012, 01:37:41 AM

Title: Command and Control version 3.031 [4.10]
Post by: Checkyersix on July 06, 2012, 01:37:41 AM
(http://www.sas1946.com/images/imageshit/img14/8524/89823188.jpg) (http://www.sas1946.com/images/imageshit/download/14/89823188.jpg)

Hi all,

This is an update to the C&C object mod that I've been working on for a while.

It has a much smaller classfile "footprint" than the previous versions of this mod, so it should reduce loading times and increase the number of objects you can use.

There are a couple of new objects included, such as the City Lights and Ambush objects. Also, this pack contains the newest versions of the airborne radar objects by Sputnikshock.

Download v 3.031: http://www.mediafire.com/?ez3p435qpd4i3rz

*Please remove previous versions.

*New Version*:
===============
v 3.031 fixes:
- Added Dynamic Strike object.
- Fixed issue with Dynamic Rescue unit when HRS3AI not present.
- Added new fire effect for Bomb object.

v 3.03 fixes:
- Fixed problem with RCGCI when no enemy bombers present.
- Added delay variable to the Stormfront object.
- Vector object now uses a separate range variable from the GCI object.
- Fixed a problem with the Dynamic Weather object.
- H2S object will now report when over coastlines and cities.
- Oboe Object now has a range variable.
- Oboe Object de-syncronized from Nav object, so you should get both messages.
- Included Sputnikshock's latest FD-2 patch.
- Added new objects:
      - Dynamic Rescue (creates a rescue mission around downed pilots).
      - Dynamic Bomber Stream (assigns random targets for bombers, spoof missions, and intruders based on a user-made mission template).
      - Landing (makes AI Jet carrier landings safer).
      - Error (like aimpoint object, but reports only error distance. Future versions might report direction as well).
      - Bomb (creates the illusion of large-scale bombing raids during night missions, including fires).
      - Ground Attack Unit (prevents ground-attacking AI planes from crashing during strafing / bomb runs).

v 3.02 fixes:
- Fixed issue with H2S object.
- SAR and RESCAP objects are now worth points.
- Added two new objects, LowRecon and HighRecon.
- Restored Delay functions to a number of objects, including Stormfront.

v 3.01 fixes:
- Fixed timing issues in SLD, SLD2, BRG, and BOX objects.
- Fixed issues with Corkscrew object.
- Added Spawn object notes to the readme.
- Further reduced unnecessary classfile load.
- Adjusted notes for RESCAP object. RESCAP no longer requires helicopters to work, any slow moving aircraft can now pick up downed airman.
- Downed airmen can now be captured.
- Improved SLD and SLD2 objects so that soldiers run in random directions.

Big thanks to:

Sputnikshock for new radars and help testing.
Slipper for help testing and ideas.

The Il-2 community for inspiration and keeping this game alive.

All the guys at Free Modding for support and running such a great site :D

CY6.
Title: Re: Command and Control version 3.01
Post by: redfox on July 06, 2012, 02:07:45 AM
Just noticed you have included all your classfiles, as in CandCGeneric.class etc, in this download. No real problem...makes interesting reading.

Cheers - Redfox
Title: Re: Command and Control version 3.01
Post by: MANYSH on July 06, 2012, 02:26:25 AM
Checkyersix CheckyerPM  ;)
Title: Re: Command and Control version 3.01
Post by: Checkyersix on July 06, 2012, 02:47:02 AM
Woops, fixed  ???
Title: Re: Command and Control version 3.01
Post by: Checkyersix on July 06, 2012, 04:44:37 AM
Sputnik's radars are included in v3, though there might be some recent patches that I'll need to include in future updates.
Title: Re: Command and Control version 3.01
Post by: SAS~Bombsaway on July 06, 2012, 09:13:01 AM
Do we still need your mortars mod for the running soldiers?
Title: Re: Command and Control version 3.01
Post by: SAS~Bombsaway on July 06, 2012, 10:19:38 AM
I have little guys running all over the place. Thanks. :)

(http://s19.postimage.org/cstmscxer/06_07_2012_16_00_53.jpg) (http://postimage.org/)
Title: Re: Command and Control version 3.01
Post by: SAS~Bombsaway on July 06, 2012, 10:48:08 AM
I read in the read me that there are values that "can" be changed to decide how long untill the storm front starts. Could you please tell me how? I would love to be able to fly into a storm. :)
Title: Re: Command and Control version 3.01
Post by: ggrewe on July 06, 2012, 10:54:24 AM
CY6 – thanks so much for this fantastic update – love the soldiers running in random directions now & the city lights. Still finding amazing gems in these mods, re-populating old missions & getting totally new & different outcomes – so much fun, but seriously addictive! Thanks again for the great work.  ;D
Title: Re: Command and Control version 3.01
Post by: Checkyersix on July 06, 2012, 12:18:04 PM
@Bombsaway, sorry, some of the delay mission settings were left out of this version, but will be included in an update later today.
Title: Re: Command and Control version 3.01
Post by: SAS~Bombsaway on July 06, 2012, 12:27:34 PM
Great! :) I've been playing around with the storm front. Setting it far a way on a map and trying to get it so I can take off in my prefferd weather and then fly into the storm and then when the mission is over fly home and out of the storm. This is really cool. Thank you Six.
Title: Re: Command and Control version 3.01
Post by: slipper on July 06, 2012, 02:59:03 PM
I was wondering if some of you using C&C 3.0 or 3.01 could help me out please?

I am running a DBW 1.71 based game, but would be interested in hearing from people running a variety of base games as well as DBW.

I have been helping CY6 for a while now with testing and ideas. And i am getting a few problems with some objects. Could some of you please try the following objects.

corkscrew object
H2S object

For the corkscrew object i do not see any difference in behaviour with or without the corkscrew object selected. Now this was definately working in an earlier version of C&C, but i was running a 4.09m based game then. So i would like to find out if it is a C&C 3.0(1) Mod problem or something related to AI behaviour in DBW 1.71

For the H2S object, i only ever get the bearing displayed that i am actually flying, not the bearing to the H2S object. Again this was working previously.

heres a copy of the message i sent to CY6

Quote
CY6

Thanks alot mate really appreciate it. Unfortunately corkscrew still does not work at my end mate  :(

Tried the same mission about 10 times with and without the corkscrew object, and there was no noticable difference in the behaviour of players or AI planes. If i let the AI control the players plane i get plenty of messages to corkscrew but the AI does nothing.

Also i get loads of messages when friendly bombers are behind me, could messages just be related to fighters approaching?

I also tested H2S, unfortunately getting wrong heading reports from it. The H2S object always gives me the bearing i am already on, and not a bearing to the H2S object.

sorry to find some problems mate.

regards

slipper

thanks for any help, trying to help CY6 in anyway possible to iron out some problems for this excellent mod.


regards

slipper
Title: Re: Command and Control version 3.01
Post by: SAS~Bombsaway on July 06, 2012, 03:02:14 PM
I'm using the 301 version. I'll try out the objects as soon as I can and report back here.
Title: Re: Command and Control version 3.01
Post by: SAS~Malone on July 06, 2012, 11:37:53 PM
i'll have a bit of time to test later today, will let you know what i find ;)
Title: Re: Command and Control version 3.01
Post by: crazyflak on July 07, 2012, 04:51:48 AM
I want to include this beauty in DBW18, so I will eventually HAVE to test, lol, but I need to wait until time allows :)
Title: Re: Command and Control version 3.01
Post by: Germy66 on July 07, 2012, 04:59:24 AM
is this version working with 4.09?
or is there a Patch for 4.09 Users like in version 2 :(
Title: Re: Command and Control version 3.01
Post by: Checkyersix on July 07, 2012, 05:45:08 AM
No, this version is not 4.09 compatible. Specifically, the Arty(n), Arty(g), Box, and Barrage objects will cause problems in 4.09 (it's the explosion code). The other objects should work.

I'll see what I can do.
Title: Re: Command and Control version 3.01
Post by: SAS~Bombsaway on July 08, 2012, 02:56:43 PM
Really loving this mod Six. Went after a SAR today. Got a little beat up by a B4Y1 but made it home safe.

(http://s19.postimage.org/vgcazvg2r/08_07_2012_20_40_25.jpg) (http://postimage.org/)

(http://s19.postimage.org/v4uun3zmr/08_07_2012_20_42_04.jpg) (http://postimage.org/)

(http://s19.postimage.org/ugm0460wz/08_07_2012_20_49_01.jpg) (http://postimage.org/)

Cant wait for the time delay on the stormfront. :) Thanks again.
Title: Re: Command and Control version 3.02
Post by: Checkyersix on July 08, 2012, 06:52:01 PM
New update (3.02). Check above.
Title: Re: Command and Control version 3.02
Post by: SAS~Bombsaway on July 08, 2012, 06:55:41 PM
COOL! Thank you Six. :)
Title: Re: Command and Control version 3.02
Post by: [URU]Fox on July 08, 2012, 08:59:46 PM
Those recon objects work good in MP? Has anyone tested them?

BTW, You don't cease to impress me, CY6! Awesome work, as usual.
Title: Re: Command and Control version 3.02
Post by: wingflyr on July 08, 2012, 11:08:27 PM
 Brilliant work, as usual CY6. Thanks M8.
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 09, 2012, 04:11:04 AM
i've been testing this, and so far, so good, except for one issue, which i'm not sure if it's just me, or anyone else....the arty objects, barrage objects, all work fine, EXCEPT for the box object, for flak....i have been testing placing these, but absolutely nothing happens when i fly over them (opposite team color, of course)
is this just me, or anyone else having similar issues?
are there any other specific parameters i should be aware of?
my flight over these objects have been quite low - 1500m - does it only work above a certain height?  ???
Title: Re: Command and Control version 3.02
Post by: Checkyersix on July 09, 2012, 04:39:21 AM
You're flying over it with a bomber, right?
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 09, 2012, 05:04:24 AM
errr........no, i've been testing with fighters only, so far.
you mean to say it only works for bombers? darn, that's a pity, if so.
i didn't read it anywhere, has this been mentioned already somewhere and i missed it, or is it just one of those things which everyone already knew...barring me, of course, lol :D
would it be possible to let them attack fighters, too - but giving preference to bombers....so, if there are bombers in the vicinity, it will prioritise them, and only attack fighters if there are no bombers around?
Title: Re: Command and Control version 3.02
Post by: Checkyersix on July 09, 2012, 05:51:05 AM
Sure, I'll remove the bombers-only parameter in the next update.
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 09, 2012, 05:55:35 AM
great, thanks mate! :D
Title: Re: Command and Control version 3.02
Post by: SAS~Bombsaway on July 09, 2012, 06:40:11 AM
I looked at the stormfront object and I'm not finding how to delay it. I tried the read me but still not sure. Can you help me?
Thanks.
Title: Re: Command and Control version 3.02
Post by: Semor on July 09, 2012, 08:20:52 AM
Hi CY6.
Many thanks for the updates of the C&C mod.

I will update my Dynamic Weather for DCG thread with your link ,if its ok for you.
http://www.sas1946.com/main/index.php/topic,24820.0.html

Regards Semor
Title: Re: Command and Control version 3.02
Post by: ggrewe on July 09, 2012, 03:25:03 PM
Thanks so much for update, really making the obscure & previously token planes – so much fun to fly now.
Rescue missions in sea-planes & helicopters, photo recon missions, artillery spotters etc..... 8)
Title: Re: Command and Control version 3.02
Post by: SAS~Poltava on July 11, 2012, 03:40:17 AM
Yes, THANK YOU!!!

This was already one of my favourite all time mods, but I'm so glad you keep making it better an better. And as ggrewe said below: whole categories of aircraft have now become really interesting.

 ;D ;D ;D
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 12, 2012, 06:00:20 AM
maybe my problem is a java wall issue, i'm not sure, but i built a test mission using the retextured Kursk map, a few ground objects, not that many, and only 4 planes, 2 blue and two red.
everything was going along swimmingly, until i added one more object, RCGCI object, and at that point, the mission freezes at 100% loading.
up until that point, i was getting a nice steady framerate, and after removing the RCGCI object, the mission will now load, but the framerate is suddenly appalling, jumping from the high 40's down to single digits, pretty much unplayable.
hard to say what the issue is at the moment, but as this mission is still pretty sparse, i am a bit concerned.
i have no issues with missions using many more objects and planes, but this particular mission, since adding that RCGCI object, suddenly refuses to play nice.
if anyone would like to test, here is the mission.
Code: [Select]
[MAIN]
  MAP Kursk_RRR/load.ini
  TIME 7.0
  CloudType 0
  CloudHeight 1000.0
  player Stab_JG100
  army 2
  playerNum 1
[SEASON]
  Year 1944
  Month 11
  Day 24
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 8
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  Stab_JG100
  RAF_No004SQN00
[Stab_JG100]
  Planes 2
  Skill 1
  Class air.JU_188beta
  Fuel 100
  weapons 4xSC250
[Stab_JG100_Way]
  TAKEOFF 104406.86 23371.55 0 0 &0
  NORMFLY 108910.84 26800.54 500.00 300.00 &0
  NORMFLY 108956.09 38335.87 1100.00 300.00 &0
  NORMFLY 117464.65 71091.95 1550.00 300.00 &0
  NORMFLY 108854.62 83546.72 1550.00 300.00 &0
  NORMFLY 59519.36 79544.95 1550.00 300.00 &0
  NORMFLY 42682.92 66770.56 1550.00 300.00 &0
  NORMFLY 42872.70 32103.33 1550.00 300.00 &0
  NORMFLY 71227.81 11926.85 1400.00 300.00 &0
  NORMFLY 96975.67 18696.28 400.00 300.00 &0
  LANDING 103050.79 22588.52 0 0 &0
[RAF_No004SQN00]
  Planes 2
  Skill0 2
  Skill1 1
  Skill2 1
  Skill3 1
  Class air.TYPHOON1BLate
  Fuel 50
  weapons 2xdt
  StartTime 2
[RAF_No004SQN00_Way]
  TAKEOFF 113509.28 86882.03 0 0 &0
  NORMFLY 108775.18 87163.63 500.00 300.00 &0
  NORMFLY 95450.98 77275.54 2500.00 300.00 &0
  NORMFLY 54925.32 77673.64 2500.00 300.00 &0
  NORMFLY 43612.88 87438.62 2500.00 300.00 &0
  NORMFLY 34275.53 87437.84 2500.00 300.00 &0
  NORMFLY 34464.38 65326.51 2500.00 300.00 &0
  NORMFLY 78751.25 65080.26 1250.00 300.00 &0
  NORMFLY 106002.06 64984.63 400.00 300.00 &0
  LANDING 108913.41 64124.62 0 0 &0
[Chiefs]
  2_Chief Vehicles.3-Panhard_178 1
  3_Chief Vehicles.RussiaCarsColumnH 1
  4_Chief Vehicles.RussiaCarsColumnJ 1
  5_Chief Trains.Germany_electric 2
  7_Chief Trains.Germany_EquipmentCTrain/AA 2
  8_Chief Trains.USSR_CommandStaffTrain/AA 1
  9_Chief Trains.USSR_CargoFuelTrain 1
  10_Chief Trains.USSR_CargoTrainA/AA 1
  11_Chief Vehicles.SdKfz231 2
  6_Chief Trains.Germany_CargoTrainMunitions 2
  13_Chief Vehicles.3-OpelBlitz6700A 2
  14_Chief Vehicles.3-OpelBlitz6700A 2
  15_Chief Vehicles.GermanyCarsColumnC 2
  16_Chief Vehicles.GermanyCarsColumnD 2
  17_Chief Vehicles.DemagFlak 2
  18_Chief Vehicles.Ger_Staff 2
  19_Chief Vehicles.2-OpelBlitz6700A_fuel 2
  20_Chief Vehicles.Ger_Staff_HT 2
  21_Chief Trains.USSR_EquipmentATrain/AA 1
  22_Chief Vehicles.4-OpelBlitz6700A 2
  23_Chief Vehicles.4-OpelBlitz6700A 2
  24_Chief Vehicles.4-OpelBlitz6700A 2
  25_Chief Vehicles.4-OpelBlitz6700A_fuel 2
  26_Chief Vehicles.GermanyCarsColumnN 2
  27_Chief Vehicles.GermanyCarsColumnN 2
  28_Chief Vehicles.GermanyCarsColumnN 2
  1_Chief Vehicles.BMW_MGr 2
[2_Chief_Road]
  113084.63 87265.18 120.00 0 6 3.472222328186035
  112500.00 87300.00 20.00
  111300.00 86100.00 20.00
  110500.00 86100.00 20.00
  110100.00 85700.00 20.00
  109972.29 85564.91 120.00 0 2 3.472222328186035
  109953.55 85459.77 120.00 0 2 3.472222328186035
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  109922.66 84801.20 120.00 0 2 3.472222328186035
  109901.55 84701.74 120.00 0 2 3.472222328186035
  109752.52 84605.77 120.00 0 2 3.472222328186035
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  110149.91 84442.40 120.00 0 2 3.472222328186035
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  110201.38 84462.05 120.00 0 2 3.472222328186035
  110209.95 84443.32 120.00 0 2 3.472222328186035
  110195.72 84426.12 120.00
[3_Chief_Road]
  109666.99 85269.90 120.00 0 24 3.055555582046509
  109500.00 85100.00 20.00
  108100.00 83700.00 20.00
  107900.00 83700.00 20.00
  107700.00 83700.00 -87.00
  107100.00 83700.00 -87.00
  106900.00 83700.00 20.00
  106500.00 83700.00 20.00
  105700.00 82900.00 20.00
  105700.00 82700.00 120.00
  105700.00 82500.00 20.00
  105700.00 78900.00 20.00
  103700.00 76900.00 20.00
  103700.00 74500.00 20.00
  106500.00 71700.00 20.00
  106500.00 69300.00 20.00
  104900.00 67700.00 20.00
  104900.00 66300.00 20.00
  104900.00 66100.00 120.00
  104900.00 65900.00 20.00
  104900.00 65300.00 20.00
  107300.00 62900.00 20.00
  108900.00 62900.00 20.00
  109046.46 63091.95 120.00 0 2 3.055555582046509
  109170.80 63622.75 120.00 0 2 3.055555582046509
  109275.93 63740.30 120.00 0 2 3.055555582046509
  109293.02 63791.04 120.00 0 2 3.055555582046509
  109278.92 63817.89 120.00 0 2 3.055555582046509
  109240.64 63827.30 120.00
[4_Chief_Road]
  110246.55 85844.37 120.00 0 14 1.9444445371627808
  110100.00 85700.00 20.00
  108100.00 83700.00 20.00
  107900.00 83700.00 20.00
  107700.00 83700.00 -87.00
  107100.00 83700.00 -87.00
  106900.00 83700.00 20.00
  106500.00 83700.00 20.00
  105700.00 82900.00 20.00
  105700.00 82700.00 120.00
  105700.00 82500.00 20.00
  105700.00 78900.00 20.00
  105100.00 78300.00 20.00
  104884.59 78099.14 120.00 0 2 1.9444445371627808
  104904.45 77938.46 120.00 0 2 1.9444445371627808
  104850.73 77656.03 120.00 0 2 1.9444445371627808
  104714.41 77458.15 120.00 0 2 1.9444445371627808
  104663.10 77203.58 120.00 0 2 1.9444445371627808
  104319.47 76864.00 120.00 0 2 1.9444445371627808
  104045.27 76465.03 120.00 0 2 1.9444445371627808
  104037.57 76131.38 120.00 0 2 1.9444445371627808
  104129.17 75305.95 120.00 0 6 1.9444445371627808
  103900.00 75100.00 120.00
  103700.00 74900.00 20.00
  103700.00 74700.00 20.00
  103802.00 74598.00 120.00
  103940.80 74599.79 120.00
[5_Chief_Road]
  102500.00 23500.00 20.00 0 18 5.555555820465088
  103100.00 24100.00 20.00
  104500.00 24100.00 20.00
  105700.00 25300.00 20.00
  105700.00 26100.00 20.00
  107100.00 27500.00 20.00
  107300.00 27700.00 -144.00
  107700.00 28100.00 -144.00
  107900.00 28300.00 20.00
  108100.00 28500.00 20.00
  108100.00 29300.00 20.00
  108500.00 29700.00 20.00
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  107100.00 32900.00 20.00
  106900.00 32700.00 20.00
  106700.00 32700.00 20.00
  106500.00 32900.00 20.00
[7_Chief_Road]
  110500.00 44300.00 20.00 0 12 5.555555820465088
  110500.00 44500.00 20.00
  112100.00 46100.00 20.00
  112100.00 46900.00 20.00
  113700.00 48500.00 20.00
  113700.00 50100.00 20.00
  116100.00 52500.00 20.00
  116100.00 55300.00 20.00
  116100.00 55500.00 -120.00
  116100.00 56100.00 -120.00
  116100.00 56300.00 20.00
  116100.00 62900.00 20.00
[8_Chief_Road]
  112300.00 92300.00 20.00 0 8 5.555555820465088
  112900.00 91700.00 20.00
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  111300.00 83700.00 20.00
  111100.00 83500.00 20.00
[9_Chief_Road]
  66500.00 89300.00 20.00 0 35 5.555555820465088
  66500.00 88500.00 20.00
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  65700.00 83700.00 20.00
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  63300.00 78900.00 -93.00
  62900.00 78500.00 -93.00
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  49500.00 67500.00 -108.00
  49100.00 67100.00 -108.00
  48900.00 66900.00 20.00
  44900.00 62900.00 20.00
  44900.00 60500.00 20.00
  43300.00 58900.00 20.00
  44100.00 58100.00 20.00
  44100.00 56500.00 20.00
  44900.00 55700.00 20.00
  48100.00 55700.00 20.00
  49700.00 54100.00 20.00
  51300.00 54100.00 20.00
  56100.00 49300.00 20.00
  56100.00 47700.00 20.00
  54500.00 46100.00 20.00
  54500.00 43700.00 20.00
  52900.00 42100.00 20.00
  52900.00 40500.00 20.00
[10_Chief_Road]
  64900.00 80900.00 20.00 0 39 5.555555820465088
  64900.00 80500.00 20.00
  63500.00 79100.00 20.00
  63300.00 78900.00 -93.00
  62900.00 78500.00 -93.00
  62700.00 78300.00 20.00
  60900.00 76500.00 20.00
  60100.00 76500.00 20.00
  56900.00 73300.00 20.00
  56100.00 73300.00 20.00
  54500.00 71700.00 20.00
  53700.00 71700.00 20.00
  49700.00 67700.00 20.00
  49500.00 67500.00 -108.00
  49100.00 67100.00 -108.00
  48900.00 66900.00 20.00
  44900.00 62900.00 20.00
  44900.00 60500.00 20.00
  43300.00 58900.00 20.00
  44100.00 58100.00 20.00
  44100.00 56500.00 20.00
  44900.00 55700.00 20.00
  48100.00 55700.00 20.00
  49700.00 54100.00 20.00
  51300.00 54100.00 20.00
  56100.00 49300.00 20.00
  56100.00 47700.00 20.00
  54500.00 46100.00 20.00
  54500.00 43700.00 20.00
  52900.00 42100.00 20.00
  52900.00 38900.00 20.00
  52100.00 38100.00 20.00
  52100.00 35100.00 20.00
  52100.00 34900.00 -136.00
  52100.00 34300.00 -136.00
  52100.00 34100.00 20.00
  52100.00 31700.00 20.00
  51300.00 30900.00 20.00
  51300.00 29700.00 20.00
[11_Chief_Road]
  102913.46 22460.72 120.00 0 2 4.1666669845581055
  103010.33 22620.84 120.00 0 2 4.1666669845581055
  103122.02 22731.58 120.00 0 2 4.1666669845581055
  103224.44 22787.23 120.00 0 2 4.1666669845581055
  103238.16 22788.24 120.00 0 2 4.1666669845581055
  103250.16 22780.72 120.00
[6_Chief_Road]
  105900.00 26300.00 20.00 0 23 5.555555820465088
  107100.00 27500.00 20.00
  107300.00 27700.00 -144.00
  107700.00 28100.00 -144.00
  107900.00 28300.00 20.00
  108100.00 28500.00 20.00
  108100.00 29300.00 20.00
  108500.00 29700.00 20.00
  111300.00 26900.00 20.00
  111500.00 26700.00 -152.00
  111900.00 26300.00 -152.00
  112100.00 26100.00 20.00
  114900.00 23300.00 20.00
  115100.00 23100.00 -157.00
  115500.00 22700.00 -157.00
  115700.00 22500.00 20.00
  122300.00 15900.00 20.00
  122500.00 15700.00 -171.00
  122900.00 15300.00 -171.00
  123100.00 15100.00 20.00
  126500.00 11700.00 20.00
  128100.00 11700.00 20.00
  131300.00 8500.00 20.00
[13_Chief_Road]
  108277.80 35872.89 120.00 0 11 3.055555582046509
  108500.00 36100.00 20.00
  109700.00 37300.00 20.00
  109700.00 37700.00 20.00
  109700.00 37900.00 -134.00
  109700.00 38700.00 -134.00
  109700.00 38900.00 20.00
  109700.00 42100.00 20.00
  112900.00 45300.00 20.00
  112900.00 46900.00 20.00
  113001.69 47019.95 120.00 0 2 3.055555582046509
  113024.20 47059.66 120.00 0 2 3.055555582046509
  113033.02 47135.82 120.00 0 2 3.055555582046509
  113004.34 47187.70 120.00
[14_Chief_Road]
  108199.52 25405.37 120.00 0 9 3.055555582046509
  108300.00 25500.00 20.00
  108900.00 26100.00 20.00
  108900.00 26900.00 20.00
  108900.00 27100.00 -147.00
  108900.00 27700.00 -147.00
  108900.00 27900.00 20.00
  108900.00 30100.00 20.00
  108903.59 30357.42 120.00 0 2 3.055555582046509
  109112.87 30455.87 120.00 0 2 3.055555582046509
  109439.23 30819.31 120.00 0 2 3.055555582046509
  109670.69 31313.11 120.00 0 4 3.055555582046509
  109900.00 31100.00 20.00
  110900.00 31100.00 20.00
  111085.62 31091.39 120.00 0 2 3.055555582046509
  111600.54 31285.51 120.00 0 2 3.055555582046509
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  111704.84 31318.95 120.00 0 2 3.055555582046509
  111896.16 31203.66 120.00 0 2 3.055555582046509
  111929.05 31208.26 120.00 0 2 3.055555582046509
  111948.89 31238.40 120.00
[15_Chief_Road]
  108891.31 26119.38 120.00 0 8 2.6388890743255615
  108900.00 26300.00 20.00
  108900.00 26900.00 20.00
  108900.00 27100.00 -147.00
  108900.00 27700.00 -147.00
  108900.00 27900.00 20.00
  108900.00 30500.00 20.00
  108876.48 30635.19 120.00 0 2 2.3611111640930176
  108751.27 30716.09 120.00 0 2 2.3611111640930176
  108715.69 30762.26 120.00 0 2 2.3611111640930176
  108717.01 30820.25 120.00
[16_Chief_Road]
  108907.24 26721.25 120.00 0 7 2.3611111640930176
  108900.00 26900.00 20.00
  108900.00 27100.00 -147.00
  108900.00 27700.00 -147.00
  108900.00 27900.00 20.00
  108900.00 30100.00 20.00
  108899.57 30344.10 120.00 0 2 2.3611111640930176
  109152.41 30480.63 120.00 0 2 2.3611111640930176
  109472.74 30844.19 120.00 0 2 2.3611111640930176
  109657.59 31343.42 120.00 0 4 2.3611111640930176
  109900.00 31100.00 20.00
  110900.00 31100.00 20.00
  111117.66 31096.51 120.00 0 2 2.3611111640930176
  111717.88 31373.12 120.00 0 2 2.3611111640930176
  111762.63 31378.14 120.00 0 2 2.3611111640930176
  111864.02 31319.68 120.00
[17_Chief_Road]
  103411.15 22986.43 120.00 0 2 3.055555582046509
  103541.95 22956.20 120.00 0 2 3.055555582046509
  104126.16 23305.75 120.00 0 2 3.055555582046509
  104132.16 23329.72 120.00 0 2 3.055555582046509
  104097.28 23409.17 120.00 0 2 3.055555582046509
  104096.63 23439.53 120.00 0 2 3.055555582046509
  104128.93 23486.04 120.00
[18_Chief_Road]
  103399.66 22954.96 120.00 0 2 3.472222328186035
  103414.72 22869.30 120.00 0 2 3.472222328186035
  103404.28 22839.07 120.00 0 2 3.472222328186035
  103254.84 22738.53 120.00 0 2 3.472222328186035
  103188.34 22717.64 120.00 0 2 3.472222328186035
  103179.05 22706.95 120.00 0 2 3.472222328186035
  103183.05 22695.46 120.00
[19_Chief_Road]
  103725.24 23041.03 120.00 0 2 3.055555582046509
  103296.25 22763.89 120.00 0 2 3.055555582046509
  103284.07 22762.10 120.00 0 2 3.055555582046509
  103270.74 22768.36 120.00 0 2 3.055555582046509
  103266.30 22777.34 120.00
[20_Chief_Road]
  103395.94 22975.44 120.00 0 2 3.472222328186035
  103413.41 22869.55 120.00 0 2 3.472222328186035
  103403.28 22840.63 120.00 0 2 3.472222328186035
  103256.68 22738.87 120.00 0 2 3.472222328186035
  103196.48 22721.28 120.00 0 2 3.472222328186035
  103187.65 22710.85 120.00 0 2 3.472222328186035
  103189.78 22699.45 120.00
[21_Chief_Road]
  110500.00 73700.00 20.00 0 5 5.555555820465088
  110500.00 76500.00 20.00
  109700.00 77300.00 20.00
  109700.00 82100.00 20.00
  110700.00 83100.00 20.00
[22_Chief_Road]
  108896.36 28132.78 120.00 0 4 3.055555582046509
  108900.00 28300.00 20.00
  108900.00 30100.00 20.00
  108912.88 30347.71 120.00 0 2 3.055555582046509
  109151.80 30469.51 120.00 0 2 3.055555582046509
  109468.01 30834.90 120.00 0 2 3.055555582046509
  109667.09 31326.78 120.00 0 6 3.055555582046509
  109500.00 31500.00 20.00
  108700.00 32300.00 20.00
  108700.00 32500.00 20.00
  108500.00 32700.00 20.00
  108338.13 32697.64 120.00
[23_Chief_Road]
  108900.30 28813.45 120.00 0 4 3.055555582046509
  108900.00 29100.00 20.00
  108900.00 31700.00 20.00
  108899.40 31901.36 120.00 0 2 3.055555582046509
  108996.44 31998.99 120.00 0 7 3.055555582046509
  108900.00 32100.00 20.00
  108700.00 32300.00 20.00
  108700.00 32500.00 20.00
  108500.00 32700.00 20.00
  108300.00 32700.00 20.00
  108119.81 32881.14 120.00
[24_Chief_Road]
  108899.55 28899.96 120.00 0 8 3.055555582046509
  108900.00 29100.00 20.00
  108900.00 32100.00 20.00
  108700.00 32300.00 20.00
  108700.00 32500.00 20.00
  108500.00 32700.00 20.00
  108300.00 32700.00 20.00
  108107.94 32892.31 120.00 0 2 3.055555582046509
  108104.66 32903.83 120.00 0 2 3.055555582046509
  108135.79 32935.61 120.00
[25_Chief_Road]
  108901.19 28606.19 120.00 0 4 3.055555582046509
  108900.00 28900.00 20.00
  108900.00 30100.00 20.00
  108909.34 30344.25 120.00 0 2 3.055555582046509
  109141.03 30467.99 120.00 0 2 3.055555582046509
  109449.07 30831.32 120.00 0 2 3.055555582046509
  109662.33 31339.46 120.00 0 4 3.055555582046509
  109900.00 31100.00 20.00
  110900.00 31100.00 20.00
  111094.94 31098.79 120.00 0 2 3.055555582046509
  111633.94 31337.22 120.00 0 2 3.055555582046509
  111708.84 31353.32 120.00 0 2 3.055555582046509
  111746.66 31347.02 120.00 0 2 3.055555582046509
  111906.32 31260.25 120.00
[26_Chief_Road]
  108098.56 35148.68 120.00 0 10 2.0833334922790527
  108100.00 35300.00 20.00
  108100.00 35700.00 20.00
  109700.00 37300.00 20.00
  109700.00 37700.00 20.00
  109700.00 37900.00 -134.00
  109700.00 38700.00 -134.00
  109700.00 38900.00 20.00
  109700.00 42100.00 20.00
  109713.30 42247.18 120.00 0 4 1.9444445371627808
  109900.00 42300.00 20.00
  112700.00 45100.00 20.00
  112919.51 45379.09 120.00 0 4 1.9444445371627808
  112900.00 45500.00 20.00
  112900.00 46900.00 20.00
  112902.80 47056.31 120.00
[27_Chief_Road]
  116082.35 51725.29 120.00 0 11 1.9444445371627808
  115900.00 51900.00 20.00
  114500.00 53300.00 20.00
  112900.00 53300.00 20.00
  112700.00 53300.00 -124.00
  112100.00 53300.00 -124.00
  111900.00 53300.00 20.00
  111300.00 53300.00 20.00
  110500.00 54100.00 20.00
  110500.00 54700.00 20.00
  110496.81 54847.06 120.00 0 7 1.9444445371627808
  110500.00 55100.00 20.00
  110500.00 55700.00 20.00
  111300.00 56500.00 20.00
  111300.00 58900.00 20.00
  111100.00 59100.00 20.00
  110982.70 59207.95 120.00
[28_Chief_Road]
  112964.02 53346.90 120.00 0 8 1.9444445371627808
  112700.00 53300.00 -124.00
  112100.00 53300.00 -124.00
  111900.00 53300.00 20.00
  111300.00 53300.00 20.00
  110500.00 54100.00 20.00
  110500.00 54700.00 20.00
  110498.22 54999.39 120.00 0 6 1.9444445371627808
  110500.00 55100.00 20.00
  110500.00 55700.00 20.00
  111300.00 56500.00 20.00
  111300.00 58900.00 20.00
  111212.57 59131.16 120.00 0 2 1.9444445371627808
  111052.04 59300.68 120.00 0 3 1.9444445371627808
  110998.00 59402.00 120.00
  110977.13 59467.99 120.00
[1_Chief_Road]
  103404.66 22929.06 120.00 0 2 2.777777910232544
  103413.38 22869.30 120.00 0 2 2.777777910232544
  103401.55 22839.83 120.00 0 2 2.777777910232544
  103255.45 22737.30 120.00 0 2 2.777777910232544
  103181.77 22688.54 120.00 0 2 2.777777910232544
  103153.95 22675.46 120.00 0 2 2.777777910232544
  103141.10 22680.24 120.00 0 2 2.777777910232544
  103129.69 22677.13 120.00 0 2 2.777777910232544
  103124.91 22667.16 120.00 0 2 2.777777910232544
  103128.23 22656.99 120.00
[NStationary]
  1_Static vehicles.stationary.Stationary$GAZ_M1 1 110189.76 84448.78 420.00 0.0
  2_Static vehicles.stationary.Stationary$ZIS5_radio 1 110179.39 84447.98 465.00 0.0
  10_Static vehicles.artillery.Artillery$WWIBattery75mm 1 110409.12 63938.87 523.53 0.0 0
  11_Static vehicles.stationary.CandC$CityLightsUnit 2 105520.59 32568.20 523.53 0.0
  12_Static vehicles.stationary.CandC$BoxUnit 1 41919.15 67467.46 523.53 0.0
  14_Static vehicles.planes.Plane$BF_109K4 2 103131.78 22747.24 418.53 0.0 null
  15_Static vehicles.planes.Plane$BF_109K4 2 103254.77 22771.15 485.93 0.0 null
  16_Static vehicles.planes.Plane$BF_109K4 2 103166.23 22769.05 418.73 0.0 null
  17_Static vehicles.planes.Plane$BF_109K4 2 103184.82 22777.42 424.03 0.0 null
  18_Static vehicles.stationary.StationaryHSFX6$SdKfz234_2 2 103273.17 22786.26 618.73 0.0
  19_Static vehicles.stationary.StationaryHSFX6$SdKfz234_2 2 103277.01 22790.65 592.45 0.0
  20_Static vehicles.stationary.StationaryHSFX6$Wespe 2 103099.52 22747.45 562.47 0.0
  21_Static vehicles.stationary.Stationary$VW82t 2 103142.89 22748.35 602.86 0.0
  22_Static vehicles.stationary.Stationary$VW82t 2 103260.92 22782.94 660.28 0.0
  23_Static vehicles.stationary.Stationary$OpelKadett 2 103225.72 22805.77 555.28 0.0
  24_Static vehicles.stationary.Stationary$OpelBlitz6700A_fuel 2 103254.51 22776.29 676.28 0.0
  25_Static vehicles.stationary.Stationary$OpelBlitz6700A_radio 2 103144.03 22690.01 677.91 0.0
  26_Static vehicles.stationary.Stationary$Flak30_20mm 2 103129.01 22684.37 600.67 0.0
  27_Static vehicles.stationary.Stationary$PzVIE 2 103216.48 22602.48 709.46 0.0
  28_Static vehicles.stationary.Stationary$SdKfz251 2 103151.97 22687.05 709.98 0.0
  29_Static vehicles.stationary.Stationary$VW82 2 103151.36 22682.69 394.98 0.0
  30_Static vehicles.planes.Plane$JU_52_3MG4E 2 103166.28 22701.17 326.90 0.0 null
  31_Static vehicles.stationary.Stationary$VW82 2 103217.86 22609.59 511.39 0.0
  32_Static vehicles.stationary.CandC$BoxUnit 1 109133.11 84032.06 360.00 0.0
  34_Static vehicles.artillery.Artillery$WWIBattery75mm 1 109409.30 63826.13 445.32 0.0 0
  35_Static vehicles.stationary.CandC$VectorUnit 1 110113.70 84370.59 360.00 0.0
  [Buildings]
  0_bld House$46BoxCoverMed_D 1 103159.95 22701.43 686.91
  1_bld House$Egypt_boxes_ger001 1 103158.18 22699.34 686.90
  2_bld House$kucha_meshkov_1 1 103127.82 22683.41 405.21
  3_bld House$kucha_meshkov_1 1 103130.08 22685.01 413.63
  4_bld House$ger_solder_winter 1 103131.19 22685.15 558.58
  5_bld House$ger_solder_winter 1 103152.78 22683.11 428.69
  6_bld House$ger_punzerofficer_winter 1 103153.92 22682.68 477.37
  7_bld House$ger_punzerman_winter 1 103164.46 22696.40 456.25
  8_bld House$ger_officer_winter 1 103165.26 22695.76 543.66
  9_bld House$watchtower 1 103099.38 22557.90 684.97
  10_bld House$SandBag_Arch_2 1 103128.35 22685.38 596.00
  11_bld House$FlagSwastika 1 103176.37 22770.73 617.87
  12_bld House$46FTankDE 1 103123.77 22743.51 564.77
  13_bld House$VehicleOpelBlitz6700A 1 103093.85 22554.23 382.89
  14_bld House$VehicleOpelBlitz6700A_summer 1 103153.82 22706.87 636.20
  15_bld House$ger_solder_winter 1 103097.63 22554.42 525.50
  16_bld House$ger_solder_winter 1 103096.89 22554.92 467.91
  17_bld House$ger_solder_winter 1 103215.92 22605.32 613.39
  18_bld House$ger_punzerofficer_winter 1 103216.96 22606.20 582.50
  19_bld House$ger_punzerofficer_winter 1 103263.47 22783.85 624.00
  20_bld House$ger_punzer_spg_winter 1 103263.79 22784.72 478.20
  21_bld House$ger_punzer_spg_winter 1 103270.83 22786.43 440.50
  22_bld House$ger_punzerman_winter 1 103271.70 22785.57 547.70
  23_bld House$ger_solder_winter 1 103270.32 22785.88 390.98
  24_bld House$VehicleOpelBlitz6700A_summer 1 103228.99 22797.36 615.00
  25_bld House$VehicleOpelBlitz6700A_summer 1 103116.23 22744.67 630.00
[Bridge]
[House]


CY6, any idea how many classfiles are associated with this RCGCI object, so i can get a better idea of what's causing this?...all i can think of is a java limit, but like i mentioned, i have no issues with other missions that use literally hundreds more objects than this one, albeit they aren't using any C&C objects.
i use a relatively plain DBW install, with a few extra planes mainly, and this is the first time i have experienced a 100% freeze, and major FPS issues with this install.
maybe if someone tests the mission to compare, i could get a better idea of where the issue lies.  ;)

Title: Re: Command and Control version 3.02
Post by: Checkyersix on July 12, 2012, 06:12:28 AM
I'll check it out later today. Not sure what the problem could be.

Sounds like a memory leak in one of the objects. Could you check your log file as well?

CY6.
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 12, 2012, 06:18:59 AM
i had a look at the log, but couldn't pinpoint anything specific, other than a lot of 'time overflow' error messages, obviously due to the fps slowdown, but no indication as to the cause.
i'll keep testing as well...;)
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 19, 2012, 02:26:20 AM
it's strange, maybe some game issue, but i copy/pasted the content of that mission to a new file, renamed it as mission 2, flew it, and the 'memory/fps' issue was gone! weird...
anyway, that brings me to another little request which i hope you might be able to help with.
for many maps, i find that the 100km range for the vector object is a bit much, and kinda spoils my more precision-orientated missions, as planes move to the vector too soon, considering the size of the map.
would it be possible to reduce the effective radius of the vector object to, say, 50km?
or perhaps you could point me to the relevant classfile, so that i could edit it myself, as this might well be just a personal thing, and might not be that welcomed by the majority of users?
Title: Re: Command and Control version 3.02
Post by: Checkyersix on July 19, 2012, 06:04:07 AM
I fixed the RCGCI problem. It occurred when there were no enemy bombers present in a mission.

I'll give the Vector object its own range variable you can edit apart from the GCIRange variable so that you can set the relevant range.
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 19, 2012, 06:35:32 AM
ah, that's even better than i could've hoped for - thanks mate, this mod really has revolutionised the game immensely! :D
Title: Re: Command and Control version 3.02
Post by: SAS~Bombsaway on July 19, 2012, 06:42:44 AM
My dynamic weather just stop working.Cant place it on any map. All the other weather works. Any idea what may be causing it?
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 19, 2012, 06:46:38 AM
global warming?  ;D
Title: Re: Command and Control version 3.02
Post by: SAS~Bombsaway on July 19, 2012, 06:51:40 AM
Maybe. :) I tried re installing but no luck. Must be a classfile thing but I dont know why the other weather effects work.
Title: Re: Command and Control version 3.02
Post by: Badmuthafunker on July 19, 2012, 07:31:56 AM
My dynamic weather just stop working.Cant place it on any map. All the other weather works. Any idea what may be causing it?

Same here mate.
Title: Re: Command and Control version 3.02
Post by: SAS~Malone on July 19, 2012, 07:41:02 AM
silly jokes aside, i haven't tried the dynamic weather yet - maybe i have the same problem....:D
Title: Re: Command and Control version 3.02
Post by: Checkyersix on July 19, 2012, 05:45:18 PM
I'll take a look at it.
Title: Re: Command and Control version 3.02
Post by: Checkyersix on July 26, 2012, 09:53:03 PM
Updated. Check above.
Title: Re: Command and Control version 3.03
Post by: SAS~Bombsaway on July 27, 2012, 06:01:18 AM
YES! Thank you. This is my favorite mod. :) Thanks so much for this update.
Title: Re: Command and Control version 3.03
Post by: slipper on July 27, 2012, 08:57:00 AM
Great work CY6

Only one problem as far as i can see, i haven't got nearly enough time to all your work justice  :'(

Really made up for you again mate, some really inspired work again.

My favourite mod by far.

regards

slipper
Title: Re: Command and Control version 3.03
Post by: Badmuthafunker on July 27, 2012, 10:59:24 AM
Thanks CY6  :)

Still no Dynamic Weather for me, I'm afraid. One point of interest is that when I try to place the object on the map, the cloud cover instantly increases above that point.
Title: Re: Command and Control version 3.03
Post by: Lonestar67 on July 27, 2012, 11:08:10 AM
Its really an impressive mod, many thanks for this!
Title: Re: Command and Control version 3.03
Post by: Badmuthafunker on July 27, 2012, 02:24:05 PM
Thanks CY6  :)

Still no Dynamic Weather for me, I'm afraid. One point of interest is that when I try to place the object on the map, the cloud cover instantly increases above that point.

OK, ignore this completely. Like the dozy bugger I am, I forgot to delete the previous version! :-[

Apologies CY6, and thanks again. :)
Title: Re: Command and Control version 3.03
Post by: RooMan296 on July 27, 2012, 05:00:47 PM
Yep..once again, I'm blown away.

Thanks CY6! Every time I see an update to this essential mod, I get as giddy as a schoolboy.

At my age, it's a rather humiliating sight.
Title: Re: Command and Control version 3.03
Post by: ggrewe on July 28, 2012, 06:49:53 AM
Thanks CY6 for constantly expanding & improving this fantastic mod.
Appreciate you sorting the ground attack issue & adding even more fun goodies  8)
Title: Re: Command and Control version 3.03
Post by: RooMan296 on July 28, 2012, 12:53:48 PM
Yikes! My first CnC bug! In DBW my game crashes when trying the dynamic rescue. As soon as a pilot bails and touches down, my game freezes. I'll triple check the readme but I'm fairly certain I've followed the directions. I'm using the correct heli, etc.. :( :(


EDIT: Doh! Wasn't using the AI version of the heli. Works great now!! Thanks! Not knowing if, when or where a pilot will bail out or into what kind of hostile area is too cool.
Title: Re: Command and Control version 3.031
Post by: RooMan296 on July 31, 2012, 07:22:22 PM
The new fire effect with the bomb object is really nice as well..the fires break out in very random patterns and I didn't notice any difference in fps the more they spread! It only works on city terrain btw.
Title: Re: Command and Control version 3.031
Post by: Screwball on August 13, 2012, 11:26:03 AM
Just a quick thought: as it's possible to link objects with AI routines, would it be possible in theory to create an object for changing formation? Would be a nice easy way of allowing mission builders to have aircraft in anything other than Echelon Right and Finger Four, or to change formation entering/leaving enemy airspace etc etc etc. I'm sure it'd be anything but nice and easy to make happen, but thought I'd put it out there and see what y'all think.

Thanks, of course, for the essential C&C mod CY6, up there with the very very best :)

Screwy
Title: Re: Command and Control version 3.031
Post by: stugumby on August 31, 2012, 10:23:39 AM
How to add this into hsfx6.12, since earlier version is not in a mods folder how to remove it? or just REPLACE INTO mods folder and it selects the newer one first?
Title: Re: Command and Control version 3.031
Post by: 132Sqn_Gwen on August 31, 2012, 02:57:49 PM
Hello CY6, your mod is a wonderfull innovation for il2.
With such hability, i would like to know if it's possible to integrate news orders for "bombers" wingmen to make them bombing (when player is leader).
Title: Re: Command and Control version 3.031
Post by: Checkyersix on August 31, 2012, 08:15:22 PM
How to add this into hsfx6.12, since earlier version is not in a mods folder how to remove it? or just REPLACE INTO mods folder and it selects the newer one first?

Just install the new one into your mods folder and replace the entries in stationary.ini with the new ones. You may have to re-add the objects to older missions because the object classfile names are different.

Hello CY6, your mod is a wonderfull innovation for il2.
With such hability, i would like to know if it's possible to integrate news orders for "bombers" wingmen to make them bombing (when player is leader).

I haven't really touched the orders menu, but there's no reason it wouldn't be possible. It would probably be possible to make all the bombers in your flight drop when you do with a C&C object.
Title: Re: Command and Control version 3.031
Post by: Charlie_01 on September 09, 2012, 05:10:47 AM
Could AFAC to work now with new postwar recon planes as OV-1 and OV-10 too?
I made some tests but I'm not yet sure about that...  :-\
Title: Re: Command and Control version 3.031
Post by: Germy66 on September 09, 2012, 12:08:43 PM
hope still for a 4.09 version :)
Title: Re: Command and Control version 3.031
Post by: Checkyersix on September 09, 2012, 02:22:43 PM
Yes, it works with all "Scout" type planes.
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on September 10, 2012, 03:35:47 AM
Just a thought because I'm reading about flak traps in Vietnam....can be possible/useful add a pool for stationary object (flak or soldiers) that can deployed (I think in a 2km range) from where the first pilot is downed so the SAR planes have a more difficult mission....
Title: Re: Command and Control version 3.031
Post by: Checkyersix on September 10, 2012, 06:23:36 AM
You read my mind ;)
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on September 10, 2012, 12:12:48 PM
WOW!!!!!
Title: Re: Command and Control version 3.031
Post by: NS~mati140 on September 18, 2012, 12:09:25 PM
I know it's been probably already requested (and probably by me) but is there any chance for gunner, spotter and RO objects to warn player also about incoming AIM missiles? It's anoying to get killed by missile from nowhere not even knowing where was it fired from, when it flies in front of your wingmen in process. Not to mention bombers - crew would see the incomming missile long time before reaching the target, allowing pilot to perform evasive manouvers.
Title: Re: Command and Control version 3.031
Post by: BT~Teacher on September 18, 2012, 12:28:35 PM
I know it's been probably already requested (and probably by me) but is there any chance for gunner, spotter and RO objects to warn player also about incoming AIM missiles? It's anoying to get killed by missile from nowhere not even knowing where was it fired from, when it flies in front of your wingmen in process. Not to mention bombers - crew would see the incomming missile long time before reaching the target, allowing pilot to perform evasive manouvers.

+1
This is badly needed. SAM's are one thing since you get a warning, but Aim-9's and their friends leave none...
Title: Re: Command and Control version 3.031
Post by: NS~mati140 on September 18, 2012, 01:09:24 PM
I know it's been probably already requested (and probably by me) but is there any chance for gunner, spotter and RO objects to warn player also about incoming AIM missiles? It's anoying to get killed by missile from nowhere not even knowing where was it fired from, when it flies in front of your wingmen in process. Not to mention bombers - crew would see the incomming missile long time before reaching the target, allowing pilot to perform evasive manouvers.

+1
This is badly needed. SAM's are one thing since you get a warning, but Aim-9's and their friends leave none...

SAMs... BTW, CY6, did u try adapting gudiance alghoritms from JW 1956 (pre calculated impacty point) to your version of SAMs?
Title: Re: Command and Control version 3.031
Post by: benson on October 03, 2012, 12:30:32 PM
This is a fantastic mod and kudos to CY6 for his work. I am wondering, if I set up a night bombing mission where the player is say, flying the British side, do I use the various German radar mods for the AI aircraft I am playing against?
Title: Re: Command and Control version 3.031
Post by: Checkyersix on October 03, 2012, 12:39:58 PM
No, they won't have any affect unless the player is on the German side as well. The only one you might want to use for the Germans would the vector object, which will direct AI planes towards enemy bombers.
Title: Re: Command and Control version 3.031
Post by: benson on October 03, 2012, 12:59:38 PM
Ok. Thanks for your reply.
Title: Re: Command and Control version 3.031
Post by: 352nd_Hoss on October 05, 2012, 09:28:19 PM
My dynamic weather just stop working.Cant place it on any map. All the other weather works. Any idea what may be causing it?


Ask Al Gore, he invented Dynamic Weather anyway.................... he knows.......
Title: Re: Command and Control version 3.031
Post by: SAS~Bombsaway on October 06, 2012, 07:14:31 AM
I thought he was all about manbearpig....

(http://s19.postimage.org/ukklq9lsz/th_CAZO6_OQA.jpg) (http://postimage.org/)
Title: Re: Command and Control version 3.031
Post by: David Prosser on October 14, 2012, 10:29:25 AM

Hi, Checkyersix. This works great in the new version of DBW1916 too. The barrage looks great from an Albatros that's doing a patrol over the trenches.

cheers

David Prosser
Title: Re: Command and Control version 3.031
Post by: 4S_Vega on October 15, 2012, 10:12:17 AM
Hi C6!

first of all thanks for this mod

i wanna ask you:

i'm building loadouts with first type of AGM65 because they track static objects too, AGM65B actually used by Phantom and A7 track only moving

 i like a lot your "GroundAttack" object because it allow to jets to use in a more realistic way theyr weapons in CAS mission

......my A-7D "test mule" drop fine the bombs on targets but then fire missiles (AGM65 - Rocket Key assigned ) at 300/400m of distance from the target

so, question......can you build a "GroundAttack" object that allow to planes to fire missiles from 2000m for example?

greetings

Vega :)


Title: Re: Command and Control version 3.031
Post by: Checkyersix on October 17, 2012, 10:21:38 PM
Thanks David and Vega.

I'll think about how that might be done, Vega, though I think that's something that might have to be tackled in the AI maneuver code...

It could also be done in the plane code itself.

CY6.
Title: Re: Command and Control version 3.031
Post by: Torenico on October 21, 2012, 05:58:45 PM
My game CTDs when i place objects like "Soldier" and FAC. Mission loads fine, but as soon as the game starts it crashes.

Weird, because some objects like Barrage and stormfront work well.

What i am missing?.
Title: Re: Command and Control version 3.031
Post by: Checkyersix on October 21, 2012, 06:46:09 PM
Can you check your log.lst file? Often the problem is listed there. I would bet it's a missing mod or effect, or the mission might not be set up properly for the object, which sometimes causes problems. Are you flying in these missions or just watching them play out?
Title: Re: Command and Control version 3.031
Post by: alotef on October 26, 2012, 02:33:03 AM
This adds so much to DBW 1916!
Awesome.  ;D
Any chance you could whip up a "Barrage" with more spaced-out explosions? Or better still, one with a larger radius? That way we could populate the front with more realistic explosions over no-man's land.  :)
~Mike
Title: Re: Command and Control version 3.031
Post by: David Prosser on October 26, 2012, 03:01:25 AM


It looks like we both like the barrage object Mike. My other favorite is the DZ for making AI planes disappear when they've served their purpose. As for your Albatross sounds; they're fantastic! I'll recommend them in the Bloody April mission pack I'll release soon. I couldn't get it to run as a campaign.


cheers

David Prosser
Title: Re: Command and Control version 3.031
Post by: alotef on October 26, 2012, 03:06:12 AM
Hey David,
Thanks for the tip, I'll be sure to use DZ in the future! I'm glad you enjoy my little Albatros sound mod. :) I will be releasing a new one soon with actual Albatros engine sounds instead of stand-in RWD-10 ones!
I look forward to your mission pack. 8)
~Mike
Title: Re: Command and Control version 3.031
Post by: David Prosser on October 26, 2012, 04:45:04 AM


Hi, Mike. It nearly ended up as a recycled pack. I was so angry that the several combinations of campaign.ini, and info properties didn't work. I look forward to the new Albatros sounds.

cheers

David
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on October 26, 2012, 07:54:53 AM
A thing is just appeared in my mind reading the word DZ: LZ

What about a landing zone object for gliders?

Actually is very hard use them because they scattered too much at landing....
Title: Re: Command and Control version 3.031
Post by: FlyingNutcase on November 21, 2012, 01:52:05 AM
Silly question time: Where's my stationary.ini for my UP3.0 RC4 install?

I don't have a Files folder or com folder. So where is the jolly thing hiding?!

My folders: http://screencast.com/t/XRFnPee7

Kudos to thee who can help. :-)
Title: Re: Command and Control version 3.031
Post by: lowfighter on November 21, 2012, 08:23:39 AM
Hi FlyingNutcase  8)
I don't have UP so I can't tell. But just do a windows search in your il2 root folder and you'll find it. Nice to see you!


Silly question time: Where's my stationary.ini for my UP3.0 RC4 install?

I don't have a Files folder or com folder. So where is the jolly thing hiding?!

My folders: http://screencast.com/t/XRFnPee7

Kudos to thee who can help. :-)
Title: Re: Command and Control version 3.031
Post by: FlyingNutcase on November 21, 2012, 12:46:43 PM
Hi there Lowfighter. It's been a while! Nice to see that you're still in the IL2 world. Will PM.

And thanks for your wise tip. I got a bit lazy waiting for windows to come up with anything earlier. :-| Anyway, it was hiding in the #UP#\STD\com\maddox\il2\objects folder.

I'll be in touch...
Title: Re: Command and Control version 3.031
Post by: Sandbag69 on January 18, 2013, 12:21:06 PM
Hi, I have been trying to use the built in Vector Ai and GCi on mission maps in HSFX 6.0.17 but they dont seem to work correctly.  GCI doesn't tell me an enemey aircraft is around until it is 3KM away.  Vector Ai just doesnt seem to work at all.  Do i need to enable Expert mode or something for this to work?
Cheers
Title: Re: Command and Control version 3.031
Post by: slipper on January 18, 2013, 12:42:13 PM
Sandbag

I believe C&C3.031 was built for a 4.101 modded game, isn't HSFX based on 4.11? If so that may be your problem.

regards

slipper
Title: Re: Command and Control version 3.031
Post by: Stratodog on January 21, 2013, 02:01:07 PM
I've been having a similar problem to Sandbag.
I realize the mod is for a 4.101 game and that HSFX6 is based on 4.11 
The thing is; this mod comes in the HSFX 6.0.17 package.  Perhaps they didn't test it very thoroughly.  Not sure. 
The problem I'm finding is that the "Aimpoint" object doesn't work.  The fighter/bombers just fly over it and don't drop. 
Just an FYI.  I realize that CY6 does not need to support HSFX6. 
Love the mod.  Works great on my DBW instal  :)
Title: Re: Command and Control version 3.02
Post by: NS~mati140 on February 03, 2013, 01:43:23 PM
I fixed the RCGCI problem. It occurred when there were no enemy bombers present in a mission.

I'll give the Vector object its own range variable you can edit apart from the GCIRange variable so that you can set the relevant range.

What's the name of that variable?
Title: Re: Command and Control version 3.031
Post by: Checkyersix on February 03, 2013, 08:21:12 PM
VectorRange
Title: Re: Command and Control version 3.031
Post by: NS~mati140 on February 04, 2013, 05:31:14 AM
THX
Title: Re: Command and Control version 3.031
Post by: Torenico on March 11, 2013, 04:22:17 PM
After installing everything and adding the lines provided by the readme to stationary.ini, i get this:

Code: [Select]
[11.03.2013 22:14:20] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: AMD Radeon HD 6800 Series
  Version: 4.2.11931 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_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object 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_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float 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_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_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_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store 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_shading_language_420pack GL_ARB_shading_language_packing 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_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_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_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_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage 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_copy_image 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: 1600x900
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 8, 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.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] '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
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) 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 1024 -> 512 (delta = -512) to Range 1..512
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-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-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-4.fmd
s = FlightModels/Bf-109E-4.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.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-6early.fmd
s = FlightModels/Bf-109G-6Early.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6erla.fmd
s = FlightModels/Bf-109G-6Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6mid.fmd
s = FlightModels/Bf-109G-6Mid.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-6late.fmd
s = FlightModels/Bf-109G-6Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10.fmd
s = FlightModels/Bf-109G-10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10erla.fmd
s = FlightModels/Bf-109G-10Erla.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-10c3.fmd
s = FlightModels/Bf-109G-10C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14.fmd
s = FlightModels/Bf-109G-14.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109g-14as.fmd
s = FlightModels/Bf-109G-14AS.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4.fmd
s = FlightModels/Bf-109K-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109k-4-c3.fmd
s = FlightModels/Bf-109K-4-C3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109z.fmd
s = FlightModels/Bf-109Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109t-4.fmd
s = FlightModels/Bf-109T-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110cvroeg.fmd
s = FlightModels/Bf-110Cvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4.fmd
s = FlightModels/Bf-110C-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110c-4b.fmd
s = FlightModels/Bf-110C-4b.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110evroeg.fmd
s = FlightModels/Bf-110Evroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110fvroeg.fmd
s = FlightModels/Bf-110Fvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-2.fmd
s = FlightModels/Bf-110G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-110g-4.fmd
s = FlightModels/Bf-110G-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = bu-181_fm
s1 = flightmodels/181.fmd
s = FlightModels/181.fmd:Bu-181_FM
m_lastFMFile = gui/game/buttons
opening new fm file bu-181_fm
sFMDir = gui/game/buttons
s1 = flightmodels/ar-196a-3.fmd
s = FlightModels/Ar-196A-3.fmd
m_lastFMFile = bu-181_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234b-2.fmd
s = FlightModels/Ar-234B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234c.fmd
s = FlightModels/Ar-234C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = do17_fm
s1 = flightmodels/do17z0.fmd
s = FlightModels/Do17Z0.fmd:Do17_FM
m_lastFMFile = gui/game/buttons
opening new fm file do17_fm
sFMDir = do17_fm
s1 = flightmodels/do17z2.fmd
s = FlightModels/Do17Z2.fmd:Do17_FM
m_lastFMFile = do17_fm
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-1.fmd
s = FlightModels/Do217K-1.fmd
m_lastFMFile = do17_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do217k-2.fmd
s = FlightModels/Do217K-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335.fmd
s = FlightModels/Do-335.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/do-335v-13.fmd
s = FlightModels/Do-335V-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fi-156b-2.fmd
s = FlightModels/Fi-156B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-189a-2.fmd
s = FlightModels/Fw-189A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-2.fmd
s = FlightModels/Fw-190A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-3.fmd
s = FlightModels/Fw-190A-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-4.fmd
s = FlightModels/Fw-190A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5.fmd
s = FlightModels/Fw-190A-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-5-165.fmd
s = FlightModels/Fw-190A-5-165.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7.fmd
s = FlightModels/Fw-190A-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-7sturm.fmd
s = FlightModels/Fw-190A-7sturm.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-8.fmd
s = FlightModels/Fw-190A-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190a-9.fmd
s = FlightModels/Fw-190A-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9.fmd
s = FlightModels/Fw-190D-9.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-9late.fmd
s = FlightModels/Fw-190D-9Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-11.fmd
s = FlightModels/Fw-190D-11.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-13.fmd
s = FlightModels/Fw-190D-13.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152h-1.fmd
s = FlightModels/Ta-152H-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-152c.fmd
s = FlightModels/Ta-152C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190f-8.fmd
s = FlightModels/Fw-190F-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fw-200c-3u4.fmd
s = FlightModels/FW-200C-3U4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ho-229.fmd
s = FlightModels/Ho-229.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he45.fmd
s = FlightModels/He45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he51c.fmd
s = FlightModels/He51C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111p2.fmd
s = FlightModels/He-111P2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-2.fmd
s = FlightModels/He-111H-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-6.fmd
s = FlightModels/He-111H-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-12.fmd
s = FlightModels/He-111H-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111h-21.fmd
s = FlightModels/He-111H-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-111z.fmd
s = FlightModels/He-111Z.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162a-2.fmd
s = FlightModels/He-162A-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162c.fmd
s = FlightModels/He-162C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162b.fmd
s = FlightModels/He-162B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-219.fmd
s = FlightModels/He-219.fmd
m_lastFMFile = gui/game/buttons
sFMDir = he280_fm
s1 = flightmodels/he-280.fmd
s = FlightModels/He-280.fmd:HE280_FM
m_lastFMFile = gui/game/buttons
opening new fm file he280_fm
sFMDir = gui/game/buttons
s1 = flightmodels/he-lercheiiib2.fmd
s = FlightModels/He-LercheIIIB2.fmd
m_lastFMFile = he280_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs123.fmd
s = FlightModels/HS123.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-2.fmd
s = FlightModels/Hs-129B-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hs-129b-3.fmd
s = FlightModels/Hs-129B-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg4e.fmd
s = FlightModels/Ju-52_3mg4e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-52_3mg5e.fmd
s = FlightModels/Ju-52_3mg5e.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-1.fmd
s = FlightModels/Ju-87B-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87b-2m.fmd
s = FlightModels/Ju-87B-2m.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-3j.fmd
s = FlightModels/Ju-87D-3j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-5j.fmd
s = FlightModels/Ju-87D-5j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-7.fmd
s = FlightModels/Ju-87D-7.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87d-8.fmd
s = FlightModels/Ju-87D-8.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-1j.fmd
s = FlightModels/Ju-87G-1j.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87g-2.fmd
s = FlightModels/Ju-87G-2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-87c.fmd
s = FlightModels/Ju-87C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4.fmd
s = FlightModels/Ju-88A-4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4mistel.fmd
s = FlightModels/Ju-88A-4Mistel.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-17.fmd
s = FlightModels/Ju-88A-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88a-4torp.fmd
s = FlightModels/Ju-88A-4torp.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ju-88c-6.fmd
s = FlightModels/Ju-88C-6.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-163b-1a.fmd
s = FlightModels/Me-163B-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-210ca-1.fmd
s = FlightModels/Me-210Ca-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-410a.fmd
s = FlightModels/Me-410A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-410b.fmd
s = FlightModels/Me-410B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262a-1a.fmd
s = FlightModels/Me-262A-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262a-1au4.fmd
s = FlightModels/Me-262A-1aU4.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262b-1a.fmd
s = FlightModels/Me-262B-1a.fmd
m_lastFMFile = gui/game/buttons
sFMDir = me-262c
s1 = flightmodels/me-262c-1a.fmd
s = FlightModels/Me-262C-1a.fmd:Me-262C
m_lastFMFile = gui/game/buttons
opening new fm file me-262c
sFMDir = me-262c
s1 = flightmodels/me-262c-3a.fmd
s = FlightModels/Me-262C-3a.fmd:Me-262C
m_lastFMFile = me-262c
sFMDir = me-262sb
s1 = flightmodels/me-262sb1a.fmd
s = FlightModels/Me-262SB1a.fmd:Me-262SB
m_lastFMFile = me-262c
opening new fm file me-262sb
sFMDir = gui/game/buttons
s1 = flightmodels/me-262hg-ii.fmd
s = FlightModels/Me-262HG-II.fmd
m_lastFMFile = me-262sb
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-321.fmd
s = FlightModels/Me-321.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-323.fmd
s = FlightModels/Me-323.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-183.fmd
s = FlightModels/Ta-183.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/beaufightermk1.fmd
s = FlightModels/BeaufighterMk1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/beaufightermkx.fmd
s = FlightModels/BeaufighterMkX.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/beaufightermk21.fmd
s = FlightModels/BeaufighterMk21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mki.fmd
s = FlightModels/Blenheim_MkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mkif.fmd
s = FlightModels/Blenheim_MkIF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/blenheim_mkiv.fmd
s = FlightModels/Blenheim_MkIV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/battlemkii.fmd
s = FlightModels/BattleMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fulmarmki.fmd
s = FlightModels/FulmarMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seagladiatormkii.fmd
s = FlightModels/SeaGladiatorMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/gladiatormki.fmd
s = FlightModels/GladiatorMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/gladiatormkii.fmd
s = FlightModels/GladiatorMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/halifaxbmkiii.fmd
s = FlightModels/HalifaxBMkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seahurricanemki.fmd
s = FlightModels/SeaHurricaneMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seahurricanemkii.fmd
s = FlightModels/SeaHurricaneMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkivroeg.fmd
s = FlightModels/HurricaneMkIvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemki.fmd
s = FlightModels/HurricaneMkI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkia12lbs.fmd
s = FlightModels/HurricaneMkIa12lbs.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiia.fmd
s = FlightModels/HurricaneMkIIa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkii.fmd
s = FlightModels/HurricaneMkII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiid.fmd
s = FlightModels/HurricaneMkIId.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiimod.fmd
s = FlightModels/HurricaneMkIIMod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/hurricanemkiv.fmd
s = FlightModels/HurricaneMkIV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/lancaster.fmd
s = FlightModels/Lancaster.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/magm14a.fmd
s = FlightModels/MagM14A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = meteors
s1 = flightmodels/meteorf3.fmd
s = FlightModels/MeteorF3.fmd:Meteors
m_lastFMFile = gui/game/buttons
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 = gui/game/buttons
s1 = flightmodels/mosquito-fbmkvi.fmd
s = FlightModels/Mosquito-FBMkVI.fmd
m_lastFMFile = meteors
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-bmkiv.fmd
s = FlightModels/Mosquito-BMkIV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-bmkxvi.fmd
s = FlightModels/Mosquito-BMkXVI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mosquito-tsts.fmd
s = FlightModels/Mosquito-tsts.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafirei.fmd
s = FlightModels/SeafireI.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafireii.fmd
s = FlightModels/SeafireII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafire-lf-mkiii.fmd
s = FlightModels/Seafire-LF-MkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafire-f-mkiii.fmd
s = FlightModels/Seafire-F-MkIII.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/seafirexv.fmd
s = FlightModels/SeafireXV.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireivroeg.fmd
s = FlightModels/SpitfireIvroeg.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireia.fmd
s = FlightModels/SpitfireIa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireib.fmd
s = FlightModels/SpitfireIb.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireiia.fmd
s = FlightModels/SpitfireIIa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireiib.fmd
s = FlightModels/SpitfireIIb.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfireva.fmd
s = FlightModels/SpitfireVa.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-09.fmd
s = FlightModels/Spitfire-F-Vb-M45-09.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-16-cw.fmd
s = FlightModels/Spitfire-F-Vb-M45-16-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-vb-m45m-18.fmd
s = FlightModels/Spitfire-LF-Vb-M45M-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-vb-m45m-18-cw.fmd
s = FlightModels/Spitfire-LF-Vb-M45M-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-12.fmd
s = FlightModels/Spitfire-F-Vb-M45-12.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vb-m45-16.fmd
s = FlightModels/Spitfire-F-Vb-M45-16.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-hf-vb-m46-16.fmd
s = FlightModels/Spitfire-HF-Vb-M46-16.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vc-2h-m45-16-trop.fmd
s = FlightModels/Spitfire-F-Vc-2H-M45-16-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vc-2h-m45-12-trop.fmd
s = FlightModels/Spitfire-F-Vc-2H-M45-12-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-vc-4h-m45-12-trop.fmd
s = FlightModels/Spitfire-F-Vc-4H-M45-12-trop.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-viii-m66-18.fmd
s = FlightModels/Spitfire-LF-VIII-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-viii-m66-18-cw.fmd
s = FlightModels/Spitfire-LF-VIII-M66-18-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-18.fmd
s = FlightModels/Spitfire-LF-IXc-M66-18.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-lf-ixc-m66-18-cw.fmd
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 = gui/game/buttons
s1 = flightmodels/spitfire-f-xii-g3-cw.fmd
s = FlightModels/Spitfire-F-XII-G3-CW.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfire-f-xiv-g65-21.fmd
s = FlightModels/Spitfire-F-XIV-G65-21.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexviclp.fmd
s = FlightModels/SpitfireXVICLP.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexvi25.fmd
s = FlightModels/SpitfireXVI25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/spitfirexviclp25.fmd
s = FlightModels/SpitfireXVICLP25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/swordfish.fmd
s = FlightModels/Swordfish.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2tm.fmd
s = FlightModels/U-2TM.fmd
m_lastFMFile = 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/tempestmkii.fmd
s = FlightModels/TempestMkII.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/seafurymki.fmd
s = FlightModels/SeaFuryMkI.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-15-m22.fmd
s = FlightModels/I-15-M22.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-15-m25.fmd
s = FlightModels/I-15-M25.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-16type15.fmd
s = FlightModels/I-16type15.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-16type10.fmd
s = FlightModels/I-16type10.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type10wc.fmd
s = FlightModels/I-16type10WC.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type17.fmd
s = FlightModels/I-16type17.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-16type27.fmd
s = FlightModels/I-16type27.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type28.fmd
s = FlightModels/I-16type28.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/i-16type29.fmd
s = FlightModels/I-16type29.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/pe-2series1.fmd
s = FlightModels/Pe-2series1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pe-2series32.fmd
s = FlightModels/Pe-2series32.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/u-2nb.fmd
s = FlightModels/U-2NB.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/u-2lsh.fmd
s = FlightModels/U-2LSH.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-7uti.fmd
s = FlightModels/Yak-7uti.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-20b.fmd
s = FlightModels/A-20B.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-20b3s.fmd
s = FlightModels/A-20B3S.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/ad4.fmd
s = FlightModels/AD4.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/a1j.fmd
s = FlightModels/A1J.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-29sp.fmd
s = FlightModels/B-29SP.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-25d5-strafer.fmd
s = FlightModels/B-25D5-Strafer.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25d20-strafer.fmd
s = FlightModels/B-25D20-Strafer.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/b-25j15.fmd
s = FlightModels/B-25J15.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/b-25j-strafer.fmd
s = FlightModels/B-25J-Strafer.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/c-47b.fmd
s = FlightModels/C-47B.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/f6f3early.fmd
s = FlightModels/F6F3Early.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/l5sentinel.fmd
s = FlightModels/L5Sentinel.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/l5sentinel_ex.fmd
s = FlightModels/L5Sentinel_Ex.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-2v.fmd
s = FlightModels/P-2V.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-26.fmd
s = FlightModels/P-26.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mohawk_iii_bob.fmd
s = FlightModels/Mohawk_III_BoB.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-38e.fmd
s = FlightModels/P-38E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38f-1-lo.fmd
s = FlightModels/P-38F-1-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38g-15-lo.fmd
s = FlightModels/P-38G-15-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38h-5-lo.fmd
s = FlightModels/P-38H-5-LO.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-38j-15-lo.fmd
s = FlightModels/P-38J-15-LO.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-38l-5-lo.fmd
s = FlightModels/P-38L-5-LO.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-38droopsnoot.fmd
s = FlightModels/P-38DroopSnoot.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-51a.fmd
s = FlightModels/P-51A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51b-10na.fmd
s = FlightModels/P-51B-10NA.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-51d-25.fmd
s = FlightModels/P-51D-25.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51d-30.fmd
s = FlightModels/P-51D-30.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-51cm.fmd
s = FlightModels/P-51CM.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-63c.fmd
s = FlightModels/P-63C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/pbn-1.fmd
s = FlightModels/PBN-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/t-6texan.fmd
s = FlightModels/T-6Texan.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sbd-3.fmd
s = FlightModels/SBD-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sbd-5.fmd
s = FlightModels/SBD-5.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tbf-1c.fmd
s = FlightModels/TBF-1C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/tbm-3.fmd
s = FlightModels/TBM-3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/p-80a.fmd
s = FlightModels/P-80A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = cac_wirraway_fm
s1 = flightmodels/cac_wirraway.fmd
s = FlightModels/CAC_Wirraway.fmd:CAC_Wirraway_FM
m_lastFMFile = gui/game/buttons
opening new fm file cac_wirraway_fm
sFMDir = gui/game/buttons
s1 = flightmodels/a5m4.fmd
s = FlightModels/A5M4.fmd
m_lastFMFile = cac_wirraway_fm
getting fm file 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/a6m2-21_late.fmd
s = FlightModels/A6M2-21_Late.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/a6m3-22.fmd
s = FlightModels/A6M3-22.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/a6m3-32.fmd
s = FlightModels/A6M3-32.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/a6m8.fmd
s = FlightModels/A6M8.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/d3a2.fmd
s = FlightModels/D3A2.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_mod.fmd
s = FlightModels/J2M3_mod.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/j2m5_mod.fmd
s = FlightModels/J2M5_mod.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-43-iii.fmd
s = FlightModels/Ki-43-III.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ki-44-iiko.fmd
s = FlightModels/Ki-44-IIko.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons

410.1 + DBW 1.7, happens after adding stationary.ini line.
Title: Re: Command and Control version 3.031
Post by: Epervier on March 12, 2013, 04:02:11 AM
You can delete all that you give in the "code".
There is nothing.
Errors should be after the lines:

sFMDir = gui/game/buttons
s1 = flightmodels/ki-44-iiko.fmd
s = FlightModels/Ki-44-IIko.fmd
...
Title: Re: Command and Control version 3.031
Post by: SAS~Malone on March 12, 2013, 06:32:50 AM
all fine and well giving us the error log, but we first and foremost need to know exactly what error you are getting - CTD? at what % of loading? memory crash? what?
what happens?
just as we sometimes need the error log once we know the actual problem, so we always need the actual problem info before the error log will do us any good....
my money's on a 70% CTD.....please let us know?
Title: Re: Command and Control version 3.031
Post by: Torenico on March 12, 2013, 09:09:28 AM
all fine and well giving us the error log, but we first and foremost need to know exactly what error you are getting - CTD? at what % of loading? memory crash? what?
what happens?
just as we sometimes need the error log once we know the actual problem, so we always need the actual problem info before the error log will do us any good....
my money's on a 70% CTD.....please let us know?

Oh my bad! the post was so large that some lines where not included.

Yeah it's a 70% crash.
Title: Re: Command and Control version 3.031
Post by: chastik on March 23, 2013, 01:14:27 PM
Problem. GCI does not work in the dark. Day works well. Version of the game 4.11.1m+HSFX.  :'(
Title: Re: Command and Control version 3.031
Post by: thefruitbat on March 23, 2013, 03:16:05 PM
I've been having a similar problem to Sandbag.
I realize the mod is for a 4.101 game and that HSFX6 is based on 4.11 
The thing is; this mod comes in the HSFX 6.0.17 package.  Perhaps they didn't test it very thoroughly.  Not sure. 


In the readme for HSFX6, C&C is listed as 'beta'

The reason why its in, is because they found some things that were very useful for SEOW (which is what HSFX was built for) that do work, like coastwatchers.

To quote from the readme,

Quote
3.8   Command & Control (beta)

CY6's excellent C&C set of triggers and functions is available from a new menu in the FMB (see included Readme).

We have not had time to thoroughly test many of these and some are not multi-player qualified (and those that are have not been tested as thoroughly as we would like) hence the 'beta' moniker.
Title: Re: Command and Control version 3.031
Post by: barrett_g on March 28, 2013, 11:12:29 PM
Please excuse my ignorance of this mod... I downloaded it and read though the readme... But haven't installed it yet (backing up my files first).

In the readme it sounded as though the Rescap object was limited to a helicopter.... Whereas the SAR object could be any plane (so long as it was a floatplane I assume).

Is my understanding correct?

What I'm wanting to do... Is if my wingman develops engine trouble in his P-47 behind enemy lines and skids in... I want to land my P-47 in the field next to his plane... Rescue him... And take off again.

Is something like that possible?

There are several historical accounts of this happening if a wingman crashed in a field suitable enough for a landing... It was very risky though!

Thanks for any clarification!
Barrett
Title: Re: Command and Control version 3.031
Post by: agracier on March 28, 2013, 11:57:01 PM
What I'm wanting to do... Is if my wingman develops engine trouble in his P-47 behind enemy lines and skids in... I want to land my P-47 in the field next to his plane... Rescue him... And take off again.

Aside from the possibilities afforded by this new mod, you will have to keep in mind that n Il-2, you cannot always land a plane on a random field. Chances are the terrain will not be flat enough and even should it be, the game is very tough on landings outside of prepared airfields, invariably your plane will most likely flip over on attempting to land.

The landing characteristics of planes are, I think, contained in the FM, which is why that some aircraft - mainly biplanes and older types, or also recon types - have an easier time of landing outside an airfield. That is how they were designed and the game reflects that.

There have also been suggestions that from now on a whole map be designated a friction mod zone, meaning that emergency landings should be possible on flat terrain. However, as far as I know, no map has that feature yet. It is easy to implement however, should a map maker wish to do so.
Title: Re: Command and Control version 3.031
Post by: barrett_g on March 29, 2013, 12:37:38 AM
I have successfully landed the P-47 on the ground before... Although it was very hairy!!!  The tail bounced quite a bit and I grit my teeth fearing a nose over... But come to think of it I didn't try to take off again...

What you say about the map makers is very interesting!

IL-2 has so many features being worked out... The next year or two seems to be very exciting!
Title: Re: Command and Control version 3.031
Post by: SAS~Malone on March 29, 2013, 12:52:47 AM

There have also been suggestions that from now on a whole map be designated a friction mod zone, meaning that emergency landings should be possible on flat terrain. However, as far as I know, no map has that feature yet. It is easy to implement however, should a map maker wish to do so.

hi agracier, i am very interested in this procedure, and would like to hear a bit more on how to do it myself, if possible.
i am currently taking some self-enforced vacation from the forum business, concentrating on my game install and other real world activities.
when i return, i'd like to pursue this a bit more, so i might come knocking on your door a few weeks from now, to get said advice, if you don't mind .. :D
Title: Re: Command and Control version 3.031
Post by: agracier on March 29, 2013, 01:00:19 AM
hi agracier, i am very interested in this procedure, and would like to hear a bit more on how to do it myself, if possible.
i am currently taking some self-enforced vacation from the forum business, concentrating on my game install and other real world activities.
when i return, i'd like to pursue this a bit more, so i might come knocking on your door a few weeks from now, to get said advice, if you don't mind .. :D

There is a little utility that makes friction zones. Zuti's Friction Mod Extractor. You start by making a normal mis file, but only place two stationary objects in a square pattern - upper lefthand corner and lower righthand corner - and inside that imaginary box, there will be a friction free zone, suitable for landing.

You place as many of these stationary objects as you wish, then run the utility with the resulting mis. file and take the resulting text and paste it into the load.ini. Piece of cake.

Someone said that there is no reason why a whole map could not be a friction er of course.

I have a map just about ready, with friction airfields ... maybe I can try it out as a whole friction free map.

You will however loose the possibility of adjusting the friction coefficient per airfield. Which is a nice thing, since t can give each airfield a different feel wen landing - rough, smooth etc.
Title: Re: Command and Control version 3.031
Post by: SAS~Malone on March 29, 2013, 01:34:46 AM
okay, thanks mate - i remember that friction mod now. sounds pretty straight-forward.
i'm not sure if i still have that utility, though - do you know if it's available somewhere?
i haven't searched the forum yet, if it's here somewhere, i'm sure to find it. ;)

nevermind, just checked my inbox - thanks ;)
Title: Re: Command and Control version 3.031
Post by: btasm on May 06, 2013, 07:40:21 PM
Wonderful mod. Only problem I've seen thus far is the FAC. When placed on a map, Il-2 freezes as soon as a QC mission starts, then CTD. This only seems to happen when a target is within range of the FAC. If you put the FAC on the map, with no enemy nearby, it doesn't seem to freeze then crash.
Title: Re: Command and Control version 3.031
Post by: RooMan296 on May 07, 2013, 12:27:40 PM
Wonderful mod. Only problem I've seen thus far is the FAC. When placed on a map, Il-2 freezes as soon as a QC mission starts, then CTD. This only seems to happen when a target is within range of the FAC. If you put the FAC on the map, with no enemy nearby, it doesn't seem to freeze then crash.

I have the same issue. Never figured it out. I just stopped using the FAC.
Title: Re: Command and Control version 3.031
Post by: btasm on May 07, 2013, 07:13:43 PM
That's unfortunate. Seems it would make a nice addtion to Il-2.

PS: Also noticed the AFAC has the same issue.
Title: Re: Command and Control version 3.031
Post by: kondor999 on July 23, 2013, 10:08:56 AM
Please excuse my ignorance. I assure you that I read all 9 pages of the thread but I'm still confused as to how to install. All I'm really trying to do is use the mod for one of the Ju88-G6 nightfighting missions which requires it.  I'm just getting back into IL-2 and Wow a lot has changed.  I'm incredibly impressed with the amazing hard work and dedication of all the modders out there.

I've got a DBW 1.71 install which, of course(?), includes UP3rc4.  But I don't have a #UP# folder.  Instead, I have #DBW and #DBW1916 folders.  Am I supposed to simply extract the files directly into either of those folders? 

I've included a "before" and "after" screen cap of my directory so you can tell me if my setup is correct.  I'll obviously be using DBW for the nightfighting missions that I wanted to try.

Before:
(http://i197.photobucket.com/albums/aa83/Kondor999/BeforeCandC.png) (http://s197.photobucket.com/user/Kondor999/media/BeforeCandC.png.html)

After:
(http://i197.photobucket.com/albums/aa83/Kondor999/AfterCandC.png) (http://s197.photobucket.com/user/Kondor999/media/AfterCandC.png.html)
Title: Re: Command and Control version 3.031
Post by: Atoka220 on August 13, 2013, 06:33:28 AM
How to use it?
Title: Re: Command and Control version 3.031
Post by: RooMan296 on August 13, 2013, 07:20:02 AM
Kondor..sent you a PM.
Title: Re: Command and Control version 3.031
Post by: SAS~Poltava on September 02, 2013, 11:33:02 AM
This may be just me, but I am having trouble with the RandomTrains (1 & 2). When I use them the AI starts acrting up and also trains DO disappear, but from the missions, permanently! So when I open the mission in FMB again they are simply - gone! Anyone else seen this?
Title: Re: Command and Control version 3.031
Post by: chastik on November 06, 2013, 02:03:58 AM
Hello! Will there be a version for HSFX7?
Title: Re: Command and Control version 3.031
Post by: SAS~Gerax on November 06, 2013, 04:23:53 AM
Hello! Will there be a version for HSFX7?

maybe more promising to get a comprehensive answer when asking this in the HSFX section.  ;)
http://www.sas1946.com/main/index.php/board,188.0.html (http://www.sas1946.com/main/index.php/board,188.0.html)
Title: Command and Control version 3.031 / Dynamic Stream
Post by: POUSSIN1 on November 10, 2013, 10:41:47 AM
Hello ! First of all, thank you for this wonderful mod...It changes a lot of thing for modders and especially (in my case) in nightfighting fans !
I am currently working on a RAF bomber campaign and had a few problems setting the dynamic stream.

I am placing the dynstream object, with the stationary object Train Stock Car 8 and RCGCI but no joy. My game freezes as soon as the mission is loaded due to a "conflict with 6dof/Track Ir". As soon as I remove DYNSTREAM, everything went back to normal.

I tried to change the RED/BLUE properties of the different object but still no Joy...I am a bit lost ! Could you help me ?

I am running DBW with NEW TFM. Nothing is added except the whirwind.

Thanks in advance
Title: Re: Command and Control version 3.031
Post by: Riksen on December 03, 2013, 06:31:45 AM
Some features work with HSFX 7 but not all of them, so i guess unless someone takes a look into it we only have these few objects available... Unfortunately i have no clue how to do it but it is an amazing mod anyway
Title: Re: Command and Control version 3.031
Post by: SAS~Bombsaway on December 23, 2013, 09:41:48 AM
Works in 4.12 ModAct 5.3
Title: Re: Command and Control version 3.031
Post by: SAS~Bombsaway on December 24, 2013, 03:02:34 PM
The weather part of this mod works great in 4.12 ModAct 5.3.

These shots are all from start of mission on until the weather got to the storm.

(http://s19.postimg.cc/4891x3x9f/2013_12_24_20_43_41.jpg) (http://postimage.org/)

(http://s19.postimg.cc/vk8wc6rdv/2013_12_24_20_48_58.jpg) (http://postimage.org/)

(http://s19.postimg.cc/e88jqqxwj/2013_12_24_20_51_28.jpg) (http://postimage.org/)

(http://s19.postimg.cc/vzk657db7/2013_12_24_20_51_48.jpg) (http://postimage.org/)
Title: Re: Command and Control version 3.031
Post by: steph12 on January 05, 2014, 04:06:03 AM
Thanks a lot Checkyersix! Can't wait to fly and try this!!!
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on January 15, 2014, 11:31:04 AM
Log?
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on January 16, 2014, 03:49:34 AM
You haven't installed the C&C correctly because you miss a mod required (as should be wrote in the intalling instruction):

Code: [Select]
java.lang.NoClassDefFoundError: com/maddox/il2/objects/vehicles/artillery/ArtilleryCY6$ProneInfantry
[10:02:05] at com.maddox.il2.objects.vehicles.stationary.CandC$FACUnit.danger(CandC.java:2201)
[10:02:05] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:130)
[10:02:05] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[10:02:05] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[10:02:05] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[10:02:05] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[10:02:05] at com.maddox.rts.Message._send(Message.java:1217)
[10:02:05] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[10:02:05] at com.maddox.rts.Message.sendTo(Message.java:1134)
[10:02:05] at com.maddox.rts.Message.trySend(Message.java:1115)
[10:02:05] at com.maddox.rts.Time.loopMessages(Time.java:252)
[10:02:05] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[10:02:05] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[10:02:05] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:02:05] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

You must also install the prone infantry from CY6:

http://www.sas1946.com/main/index.php/topic,9530.msg100555.html#msg100555

NB:

RTFM!!!!
Title: FAC in 4.12.2 + C & C v3.031
Post by: purgatorio on January 16, 2014, 07:08:47 AM
Problem: 4.12.2 - freezes on mission start with FAC object.

Solution:
You haven't installed the C&C correctly because you miss a mod required (as should be wrote in the intalling instruction):

Code: [Select]
java.lang.NoClassDefFoundError: com/maddox/il2/objects/vehicles/artillery/ArtilleryCY6$ProneInfantry

You must also install the prone infantry from CY6:

http://www.sas1946.com/main/index.php/topic,9530.msg100555.html#msg100555
...

(http://i43.tinypic.com/ngbqck.jpg)

(http://i42.tinypic.com/2dtq4aw.jpg)

Pity TFM didn't help in this case.  ;)

Works as intended now. Thanks, Whiskey_Sierra_972!
Title: Re: Command and Control version 3.031
Post by: purgatorio on January 16, 2014, 03:23:36 PM
Problem: 4.12.2 - freezes on mission start with AFAC object.
Code: [Select]
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/AT6
Solution:
AFAC requires old T-6 frankenplane included in DBW.

(http://i41.tinypic.com/2rf9ds6.jpg)

(http://i41.tinypic.com/15eblll.jpg)

Corresponding problem and solution for L-5 (http://www.sas1946.com/main/index.php/topic,2252.0.html)!
(http://i43.tinypic.com/35n3d4p.jpg)
Title: Re: Command and Control version 3.031
Post by: Riksen on January 20, 2014, 06:04:34 AM
It works in HSFX 7.0.1 all fine and dandy for both multiplayer and single player but whenever i host a large coop mission, with lots of planes and all, i get a crash to desktop in game as soon as the ground observer is about to report his findings .... has anyone also experienced this? Any fixes?

Regards

Riksen
Title: Re: Command and Control version 3.031
Post by: AlfreS on March 22, 2014, 01:25:26 PM
Sorry my english

I heard they only work certain functions of C&C en 4.12 (HSFX 7 / Modact)

Can anybody CONFIRM that objects GCI & Vector DONT WORK in HSFX 7.02?

Thanks in advance
 
Title: Re: Command and Control version 3.031
Post by: teisco on March 25, 2014, 04:29:04 PM
Aimpoint worked for one mission but in another it releases bombs with a large error just as the mission starts. The aimpoint is a long way from the mission start but the bombers want to release immediately.
Title: Re: Command and Control version 3.031
Post by: teisco on May 02, 2014, 10:52:57 AM
In the rescue mission I made using cc 3.031 when I get to the downed flyer and close enough to pick him up the game crashes to desktop. Do I need a certain mod I might be missing such as the motors or pron infantry mod? Or does this part not work in Modact 412.2?
Title: Re: Command and Control version 3.031
Post by: SAS~Malone on May 02, 2014, 11:37:10 AM
teisco, without some error log details, it's impossible to offer any valid advice....
Title: Re: Command and Control version 3.031
Post by: teisco on May 02, 2014, 12:30:57 PM
Yes that would help, not sure what to put so here is part of the log found at the bottom of the list:

Code: [Select]
------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
ObjState.finalize: Object of com.maddox.il2.objects.weapons.RocketFlare NOT destroyed
ObjState.finalize: Object of com.maddox.il2.objects.weapons.RocketFlare NOT destroyed
ObjState.finalize: Object of com.maddox.il2.objects.weapons.RocketFlare NOT destroyed
ObjState.finalize: Object of com.maddox.il2.objects.weapons.RocketFlare NOT destroyed
Loading mission Single/RU/Tu-95/rescue test.mis...
Month = 6 , Hour = 12
Temperature -     0m = 30.0 .
Temperature -  1000m = 23.51001 .
Temperature -  2000m = 17.019989 .
Temperature -  3000m = 10.529999 .
Temperature -  4000m = 4.0400085 .
Temperature -  5000m = -2.4500122 .
Temperature -  6000m = -8.940002 .
Temperature -  7000m = -15.429993 .
Temperature -  8000m = -21.919998 .
Temperature -  9000m = -28.410004 .
Temperature - 10000m = -34.899994 .
Temperature - 11000m = -41.39 .
Temperature - 12000m = -47.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 39,  Vert 10000,  Ind 51516
WARNING: * Buf1 : Obj: 117,  Vert 23905,  Ind 60468
WARNING: * Buf2 : Obj: 41,  Vert 19712,  Ind 31056
Load bridges
Load static objects
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
FM called 'FlightModels/Mi-24V.fmd:HIND' is being loaded from File: 'hind'
FM called 'FlightModels/Mi-24V.fmd:HIND' is being loaded from Alternative File: 'hind'
FM called 'FlightModels/MI24:HIND.emd' is being loaded from File: 'hind'
FM called 'FlightModels/MI24:HIND.emd' is being loaded from Alternative File: 'hind'
FM called 'FlightModels/MI24:HIND.emd' is being loaded from File: 'hind'
FM called 'FlightModels/MI24:HIND.emd' is being loaded from Alternative File: 'hind'
Flight Model File FlightModels/Mi-24V.fmd:HIND contains no Mach Drag Parameters.
FM called 'FlightModels/Mi-24V.fmd:HIND' is being loaded from File: 'hind'
FM called 'FlightModels/Mi-24V.fmd:HIND' is being loaded from Alternative File: 'hind'
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:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:86)
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:433)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2135)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2091)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2603)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1665)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1343)
at com.maddox.il2.game.Mission._load(Mission.java:761)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@43cd93] Cannot load sample pool: motor.TB3.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:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:86)
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:433)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2135)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2091)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2603)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1665)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1343)
at com.maddox.il2.game.Mission._load(Mission.java:761)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.SamplePool@6d790e] Cannot load sample pool: motor.TB3.start.end
INTERNAL ERROR: Can't open file '3do/arms/Piropatron/mono.sim'
WARNING: object '3do/arms/Piropatron/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/arms/Piropatron/mono.sim
INTERNAL ERROR: Can't open file '3do/arms/Piropatron/mono.sim'
WARNING: object '3do/arms/Piropatron/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/arms/Piropatron/mono.sim
INTERNAL ERROR: Can't open file '3do/arms/Piropatron/mono.sim'
WARNING: object '3do/arms/Piropatron/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/arms/Piropatron/mono.sim
INTERNAL ERROR: Can't open file '3do/arms/Piropatron/mono.sim'
WARNING: object '3do/arms/Piropatron/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/arms/Piropatron/mono.sim
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Mi-24V/Default s1=3DO/Plane/Mi-24V/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:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1398)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1369)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1356)
at com.maddox.il2.game.Mission._load(Mission.java:761)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Mi-24V/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Mi-24V/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
ERROR file: File users/doe/Icons not found
Mission: Single/RU/Tu-95/rescue test.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
warning: no files : music/inflight
com.maddox.il2.engine.ActorException: Hook: _WingTipL not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.fm.AircraftState.doSetStallState(AircraftState.java:1671)
at com.maddox.il2.fm.AircraftState.setStallState(AircraftState.java:1654)
at com.maddox.il2.fm.AircraftState.update(AircraftState.java:2697)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:564)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1071)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _WingTipL not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.fm.AircraftState.doSetStallState(AircraftState.java:1671)
at com.maddox.il2.fm.AircraftState.setStallState(AircraftState.java:1654)
at com.maddox.il2.fm.AircraftState.update(AircraftState.java:2697)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:564)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1071)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
warning: no files : music/takeoff
java.lang.NoSuchMethodError
at com.maddox.il2.objects.vehicles.stationary.CandC$RESCAPUnit.danger(CandC.java:4939)
at com.maddox.il2.objects.vehicles.stationary.CandCGeneric$Move.tick(CandCGeneric.java:121)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Command and Control version 3.031
Post by: SAS~Malone on May 02, 2014, 02:00:51 PM
the problem is here -
java.lang.NoSuchMethodError
   at com.maddox.il2.objects.vehicles.stationary.CandC$RESCAPUnit.danger(CandC.java:4939)

seems to be some sort of classfiles issue - i vaguely remember seeing someone with a similar problem some time ago.
try and do a search for this in tech help, maybe there is some solution there...?
Title: Re: Command and Control version 3.031
Post by: teisco on May 02, 2014, 02:14:13 PM
Thanks, I did a search but nothing about this particular error with CC rescue. I hope the author can shed some light on this because it a killer mod and needed for my mission.
Title: Re: Command and Control version 3.031
Post by: Casper on June 16, 2014, 09:39:53 PM
I read the topic and you guys said often that this mod is really for 4.10.
So i guess its normal that in my 4.12 MA 5.3 install the 3 objects that i would like to have(OBOE, GCI, FAC) doesent work. But please correct me if im wrong!
If thats the cost i'll make a 4.10 install again but i need to have these things :D
Title: Re: Command and Control version 3.031
Post by: David Prosser on June 17, 2014, 03:57:33 AM

I tried to put this in my #DBW1916, and it caused a 70% crash. It was in the old #DBW1916 on my old PC. I'm glad it's in DBW. My favorite feature is the DZ thing.


Edit: Doh! I didn't install it properly. It works fine in my DBW1.71.

cheers

David

Title: Re: Command and Control version 3.031
Post by: Travelbob on August 09, 2014, 05:09:27 AM
Hello, I guess this is the right topic to post my question.

I am using the 4.12.2 patch with the 5.3 mod and TFM412 (the next level). I know, that their are some C&C issues in this version but step by step I see how things work. in another post I suddenly read that I have to do some changes in the conf.ini AND in the mission file for example to have the dynamic weather working. After doing this I enjoyed the dynweather very much.

Could it be that I also have to include some new lines in the conf.ini and the mission file to let the random planes and shipüs work too? I read the readme and all kind of forums but I didn't find an answer how these random C&C features work! I guess they would be awsome!
Arty and FAC works fine. As well the Spotter and Gunner feature. I have big problems with the SAR feature, although I implemented the Mortar mod which is requested to have the SAR working. My game crashes always when I am close enough to pick up the poor guy. Also Dynamic Rescue isn't working/crashing.

Could someone please write a short description how to have these features working? Especially random ships and planes? I guess for a mission builder who loves flying offline, it would be great never to know when and where planes appear...

Thank you very much and have a great weekend.
Title: Re: Command and Control version 3.031
Post by: Motörhead on October 02, 2014, 12:47:07 PM
Sorry my english

I heard they only work certain functions of C&C en 4.12 (HSFX 7 / Modact)

Can anybody CONFIRM that objects GCI & Vector DONT WORK in HSFX 7.02?

Thanks in advance
 

Sorry my english too)

I can confirm - GCI object is work in HSFX 7.02, both meters and miles versions. I use it about one week, and can tell that this "Command and conquer" mod is a great thing.

But i have another problem with "Ground Control Intercept". It shows info about enemy planes not enough times. I mean, if i play 1 hour mission, i see message from GCI only 3 of 4 times. If i play 30-40 minutes mission, i can see GCI message only 1 or 2 times. And it disappear from screen too fast.
I try to put GCI object in mission file in various places (in various distances from combat area, close or far from it, or on players airfield) but result still the same - not enough messages.

Is there any setting for messages appearance frequency and for time how many they live on screen? I cannot find any info about it on all 26 pages of readme.
Title: Re: Command and Control version 3.031
Post by: tomoose on November 24, 2014, 03:56:27 PM
I CTD at 70% when trying to use with HSFX (not sure if it's even useable with HSFX....yipe).

I dl'd the mortar mod too as I was CTD at 40% first time around but can't get past 70%.

Should the C&C mod be in the MODS folder under HSFX or in the JSGME and activated from there?

Thanks,
Tomoose
Title: Re: Command and Control version 3.031
Post by: tomoose on November 24, 2014, 04:31:25 PM
The Mortar mod seems to be OK (i.e. game doesn't crash and I can select/place the dug-in infantry object which is in the Stationary Infantry section of FMB).

I'm obviously missing something regarding the stationary.ini file but I haven't used this mod previously so there are no old version so to speak.  If I use the original stationary.ini file the game starts no problem.  It's only when I add the required C&C lines that seem to cause the issue.

Is it just a case of it not being compatible with HSFX 7 ?  I hope not, this is a great mod.
Title: Re: Command and Control version 3.031
Post by: tomoose on November 24, 2014, 06:12:24 PM
I installed in DBW and it works fine.  Game starts, all the C&C objects are listed under their own section in FMB etc.
Placed some GCI and OBS objects, ran a test mission and it worked like a charm.....awesome mod.
One difference I noted is that DBW has a #DBW folder where I dropped the mod in whereas HSFX doesn't have a similar setup.  Both versions have MODS folders in the main folder but DBW also has, as mentioned, the #DBW, #DBW_1916, #SAS and #UP# as well as a MODS folder.  HSFX simply has the MODS folder. 
Is there any way to get it to work with HSFX??  Should I create a #HSFX folder?  I think I'm just putting the mod in the wrong location.  I've tried within the MODS folder, I've tried the main folder but no joy.
Title: Re: Command and Control version 3.031
Post by: David Prosser on November 25, 2014, 02:44:41 AM
 Can't help you with that problem dude, but the mod certainly is awesome. My favorite bit is the DZ. Then there's the storm front.
Title: Re: Command and Control version 3.031
Post by: marcost on November 25, 2014, 04:01:02 AM

Is there any way to get it to work with HSFX??  Should I create a #HSFX folder?  I think I'm just putting the mod in the wrong location.  I've tried within the MODS folder, I've tried the main folder but no joy.

Hi Tomoose,

Create a MODS folder in main IL2 folder and put the mod in there. Then use IL2-selector to change game setting to 'Classic Mod game'. Then it will look in the MODS folder at startup.

Regards,

M
Title: Re: Command and Control version 3.031
Post by: slipper on November 25, 2014, 04:02:20 AM
Tomoose

The mod simply wasn't designed for HSFX mate. CY6 is no longer modding so their will be no compatibility or update coming from him as far as I know.

I helped CY6 with a lot of the beta testing, and have a list of certain things that do not work as they should in the final version, unfortunately CY6 gave up modding before they were sorted fully.

I have been thinking of asking if anyone is interested in fixing these issues, I have CY6' s permission and have a little java knowledge, but would need a lot of help from the community.

Regards

Slipper
Title: Re: Command and Control version 3.031
Post by: tomoose on November 25, 2014, 05:51:47 AM
Slipper;
thanks.  I thought HSFX was a scaled-down version of DBW type mods.  So close and yet so far, LOL.  The mortar mod seems to be OK (i.e. I see the objects etc) it's just the C&C aspect.
I'm going to keep trying however.  I'm really only interested in the GCI and/or OBS objects at this point so I think I'll just put those particular stationary.ini entries in and see if that works.  Fingers crossed.

Marcost;
There already is a MODS folder in my main HSFX folder.  That was the first thing I tried.  I don't use the IL2 selector with HSFX.  HSFX is 'standalone' so to speak.

For what it's worth, the game only crashes when I change the stationary.ini file.
Title: Re: Command and Control version 3.031
Post by: ben_wh on November 25, 2014, 11:50:44 PM
tomoose,

Have you tried this version?  http://www.derrierloisirs.fr/il2/bdd2012/

(Navigate using the 'History SFX' icon on the left hand panel, then scroll all the way down, third section from the bottom 'Modes pour HSFX7', the fourth link).

Cheers,
Title: Re: Command and Control version 3.031
Post by: tomoose on November 26, 2014, 06:12:10 AM
Thanks ben_wh;
I'll give it a shot.  At first glance it looks the same as the one I've already tried but the folder structure is different.
Title: Re: Command and Control version 3.031
Post by: tomoose on November 26, 2014, 11:06:42 AM
Ben_wh;
no joy.  Tried it with and without the JSGME and still get the CTD at 70%.  The Mortar mod from CY6 installs and works fine but I can't get the game to start with the C&C mod.

I'm only really after the GCI and OBS objects but I've tried only adding those in the stationary.ini file without success.
Title: Re: Command and Control version 3.031
Post by: sputnikshock on December 12, 2014, 01:42:06 PM
Good news!
I think I know now why the GCI objects (and potentially many others) are not working in 4.12, and I also think I know how to fix it. Two weeks...
Title: Re: Command and Control version 3.031
Post by: tomoose on December 12, 2014, 03:13:47 PM
Sputnikshock;
roger that.  I've found that Catsys Trigger Mod works very well and can be used similar to the GCI object.  The only thing it's missing at the moment is Heading info that I can put in a Message object.

cheers,
Tomoose
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on December 13, 2014, 02:15:54 PM
C&C is the only reason of my 412 dislike....if you'll fix it I'll be in heaven!
Title: Re: Command and Control version 3.031
Post by: sputnikshock on December 13, 2014, 07:22:21 PM
Just wanted to give you a status update.
I have a C&C 4.12 version running in beta now. Needs some more testing (slipper will help me with testing the nightfighting units, if someone profoundly familiar with things like AFAC, RESCAP, SAR etc - stuff that I never use and don't know the look and feel of - wants to volunteer for some systematic beta testing that would be great.

The problem is burried deep in a new - and admittedly fantastic - feature of 4.12. The game now checks (for the AI), when it determines enemies close, whether or not the AI could actually physically see these. That is, if there is a clear line of sight with no obstructions like clouds, or terrain, or a tailfin, or darkness.
Some C&C objects employ routines which in the 4.12 context are now subjected to these visibility checks. And that is of course a big problem for say a radar - where the whole point is about being able to see beyond the limitations of a human eye.

I think I have found a solution, but there might still be more to it...

In all the bugreporting and discussion about C&C in 4.12, please understand that there were bugs and issues with it before, and that these need to be addressed separately. All that's happening now, is making C&C work in 4.12 as it did in previous versions. Not more, and not less.

cheers
sputnik
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on December 14, 2014, 12:12:53 PM
You're my hero!

Can't wait for this!

I'm out of my skin!
Title: Re: Command and Control version 3.031
Post by: SAS~Monty27 on December 14, 2014, 10:22:08 PM
Just wanted to give you a status update.
I have a C&C 4.12 version running in beta now. Needs some more testing (slipper will help me with testing the nightfighting units, if someone profoundly familiar with things like AFAC, RESCAP, SAR etc - stuff that I never use and don't know the look and feel of - wants to volunteer for some systematic beta testing that would be great.

The problem is burried deep in a new - and admittedly fantastic - feature of 4.12. The game now checks (for the AI), when it determines enemies close, whether or not the AI could actually physically see these. That is, if there is a clear line of sight with no obstructions like clouds, or terrain, or a tailfin, or darkness.
Some C&C objects employ routines which in the 4.12 context are now subjected to these visibility checks. And that is of course a big problem for say a radar - where the whole point is about being able to see beyond the limitations of a human eye.

I think I have found a solution, but there might still be more to it...

In all the bugreporting and discussion about C&C in 4.12, please understand that there were bugs and issues with it before, and that these need to be addressed separately. All that's happening now, is making C&C work in 4.12 as it did in previous versions. Not more, and not less.

cheers
sputnik

Fanbloodytastic news!  Sent a PM...  8) 8) 8) 8) 8)
Title: Re: Command and Control version 3.031
Post by: benson on December 15, 2014, 12:42:38 PM
Thanks sputnikshock. Great news.
Title: Re: Command and Control version 3.031
Post by: Koty on December 15, 2014, 01:56:20 PM
~drooooooooooooooooooool~

Can't wait!
Title: Re: Command and Control version 3.031
Post by: sputnikshock on December 22, 2014, 10:34:04 AM
Quick status update: C&C for 4.12 is progressing, slipper and Monty have started testing and the bugs keep coming ;)
Seriously, it is a bit more complicated than I thought, but we will manage to fix it. Two weeks...we are on it...

Merry x-mas SAS'ers
Title: Re: Command and Control version 3.031
Post by: benson on December 22, 2014, 12:39:24 PM
Thank you!
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on December 22, 2014, 02:02:36 PM
G R E A T ! ! ! !
Title: Re: Command and Control version 3.031
Post by: FL2070 on April 11, 2015, 05:01:36 PM
What does this mod do?
Title: Re: Command and Control version 3.031
Post by: SAS~Gerax on April 11, 2015, 11:50:31 PM
go here and read the first post of the C&C v 1.11 thread:
http://www.sas1946.com/main/index.php/topic,13289.msg139488.html#msg139488

Quote
This mod will add new objects to your game to simulate various ground and air control and warning systems, like GCI, FACs, airborne radar operators, ground spotters, etc.

For example, the Ground Control Intercept Radar will provide the bearing, range, altitude, and heading of enemy aircraft within 100km, while the FAC will provide the direction and distance of enemy ground units.

and this is the readme from this version v 3.031 in this thread:

Code: [Select]
Command & Control (v 3.031)
by Checkyersix

Installation
================================================================

Unzip to your MODS folder (#UP# folder in UP 3.0). Add the lines from the "add to stationary.ini" file to your stationary.ini file.

This mod combines the "Command and Control" and "Mission Randomizer" Mods. Please delete older version of both of these mods before installing.

This mod has been updated for 4.10. Some objects will no longer work in 4.09.

Instructions
================================================================

To use these objects in a mission, they must be placed on the map in the mission. For some, the placement is crucial for them to function properly. For others, they have general effects and can be placed anywhere.

Mission designers can tweak the parameters of certain mods. In all cases, this is done by adding a line to the [Mods] section at the end of the .mis file. Some installs of the game do not have a [Mods] section.

If your missions do not have a [Mods] section, simply add a [Mods] section at the end of the file. You may have to add this every time you make a change to the mission file, as the game may delete it each time you re-save. None of the objects require these variables to be present in a mission to work, they will simply use default values.

Example:
 
[Mods]
  FACDelay 15
  GCIRange 150
  GCIVarAlt 1

I will note the appropriate commands for each object in blue.
Commands marked in red can also be applied in the conf.ini, allowing you to change the default values. Just use "=" instead of a space, ie RefuelAll=1.
Ground Control

The objects represent ground-based control systems, from radar guidance to forward air controllers. They will provide important information to the player on the whereabouts of enemy targets. Some objects will change the behaviour of AI controlled planes.

Placement: These objects are location-dependant, with limited ranges. FAC's should be placed in the middle of ground battles, for instance, while GCI objects should be set up like a radar network.

Forward Air Controller (FAC)

The FAC represents a soldier on the ground with a radio calling out targets for aircraft overhead.

- How it works: The FAC will be triggered when enemy ground units (armor, artillery, vehicles) are within 500m. It will give its location as a standard grid reference in the HUD. When the player is within 5km of the FAC, it will mark its position and start to call out specific units, giving their type, distance, and direction (N,E,S,W) with regards to the FAC unit. The FAC will warn the player if friendly troops are within 300m of the enemy and whether there is AAA in the area. The FAC will then mark the target with white smoke.

- When the player leaves the area, the FAC will provide a Bomb Damage Assessment, detailing enemy units destroyed within sight of the FAC.

* New Feature *

- The FAC will now guide AI planes to attack the targets it talks about. AI planes within 30km which are not actively attacking will proceed to attack targets, make 1 or 2 passes, then return to their next waypoint. By setting planes to orbit the target (without GATTACK waypoints) you can determine the basic direction and heading of AI attack runs. I have found that the AI has a higher survival rate when under FAC control than when following GATTACK waypoints, because they can "reset" between runs.

FACDelay (time in minutes before FAC begins broadcasting)
FACNoSmoke (1 = on, FAC will not mark targets with smoke)
FACNoGuide (1 = on, FAC will not guide AI planes to target)

Airborne Forward Air Controller (AFAC)

The AFAC object is designed to work in concert with the Stinson L-5 or AT6 FAC planes. It simulates a forward air controller in an aircraft, ubiquitous in the Korean and Vietnam wars.

- How it works: Place as you would an FAC object, near the battle. Unlike the FAC, the AFAC has a range of 1000m, so you can have a wider battle area. The AFAC works just like a FAC with two major exceptions:

1) The AFAC will only report contacts when an L-5 or AT6 is within 5km of the object. If the FAC plane is shot down or moves out of range, the player will not receive broadcasts.

2) When the player approaches to within 10km of the object, the L-5 or AT6 will attack a target with smoke rockets (make sure they are armed with smoke rockets at mission start). It will then use that smoke marker as a reference to direct the player on further strikes.

The FACDelay parameter also applies to this object.

Ground Control Intercept (GCI(m) + GCI(ft))

The GCI simulates a radar tracking center that will alert the player to enemy aicraft and guide them to interception.

- How it works: The GCI has two modes:

Target Only: If the player aircraft is more than 100km (default) from the tracking radar object, the GCI will provide updates on enemy a/c within range of the radar using standard map grid references, including altitude and heading information. This is to simulate that the radar cannot guide the player's aircraft if it cannot track it.

Guided Intercept: If the player is within the radar's radius of coverage, the GCI will call out the range and bearing to the target with reference to the player, as well as altitude and speed. The player can follow these headings to an intercept. When the player is within 4km of the target, the GCI will stop giving updates (the returns are assumed to be overlapping. Also, it's annoying to get updates in a dogfight). If you're using Benitomusso's radar guipad mod, you should be able to
pick up the target at this range. Airborne radar objects should also take over here.

- The GCI will direct the player to the nearest target relative to his plane.

- The GCI may not report targets or guide players flying low to the ground. The actual minimum height is randomly determined, but will be between 10 and 150m.

- As the name implies, GCI(m) will report in meters, km, and kph, while GCI(ft) reports in feet, miles, and mph.

GCIRange (GCI max range in km. Effects all GCI's on map)
GCIVarAlt (1 = on, GCI minimum detection height will increase with range, to a maximum of 8000m. Aircraft below 150m will never be detected. This will lead to generally shorter detection radii for a given maximum range.)

Running Commentary GCI (RCGCI)

The use of jamming, chaff, and diversionary raids took a great toll on the German radar defence network. A workaround solution was the Zahme Sau (Tame Boar) control scheme, which provided "free-roaming" night fighters with a running commentary of the whereabouts of enemy formations.

Placement: The RCGCI has a range of 200km. Place somewhere that all your "spoof" and "mainforce" raids will pass within range. I recommend using only one RCGCI per map. Although the RCGCI can be used with regular GCI, It is designed to be used alone, preferably with vector objects (see below). It can be combined with airborne radars, etc.

- How it works: The Running Commentary GCI will track all enemy bomber formations within 200km of the player. It determines which planes are "mainforce" and which planes are "spoof" by their skill level.

- "ACE" bombers will be treated as "spoofs", dropping chaff to confuse the radar picture. When a "spoof" plane drops its bombs, it will be discovered as such and its position will no longer be reported.

- "VETERAN" bombers will be treated as "mainforce" planes, ie the bomber stream. They should be placed inside the bomber stream. Once a "mainforce" bomber has dropped its load, the bomber stream will be discovered. From that point, only mainforce planes will be reported.

- I recommend having only a few "spoof" and "mainforce" planes per mission. Do not make all your bomber stream planes VETERAN, or the sheer number of reports will tip off the player.

- Once the controller has identified the bomber stream, all other raids will be ignored and the player will be vectored to the main force.
- Empty mainforce bombers will trigger a "confirmed" report. Therefore, all VETERAN bombers should start the mission with bombloads.

- Non-ACE or VETERAN bombers will be ignored by the RCGCI. If all "mainforce" planes are shot down during a mission, the RCGCI will no longer report on the mainforce, even if the bomber stream is mostly intact. To reduce the chances of this happening, you should spread out your "mainforce" planes within the stream.

RCGCIRange (maximum range in km)

Ground Observer (OBS)

The OBS is designed to simulate everything from a radio operator on the ground to trained observer teams like those used in the Battle of Britain.

- How it works: When enemy aircraft are within 15,000m the OBS will call out the sighting as a standard grid reference, along with a basic description of the plane (bombers / fighters / aircraft) and an altitude. When the player is within 10km of the OBS, they will stop reporting.

- When the weather is cloudy or worse, the OBS will not be able to identify the type of aircraft overhead, their heading or speed. It will simply report the grid reference.

Coast Watcher (CW)

The coastwatcher simulates men trained to watch for enemy shipping. You can even place them on the water or near stationary ships or U-boats to simulate lookouts.

- How it works: Like the Observer, the coast watcher will call out enemy ships within 5km, and will stop when the player is in the vicinity.

Vector

The Vector object is a potentially powerful tool for mission designers. Essentially, it works like a GCI for AI fighters. When an enemy plane comes within range (default 100km) of the object, any friendly fighters within range will be sent to attack the enemy flight.

The object will vector whole flights, not just individual fighters. The vectored flights must contain fighters following a waypoint (or orbiting a final waypoint). They must be in flight and cannot be in the process of landing.

The minimum height for detecting a/c is randomly determined every cycle, between 10 and 150m.

Mission designers can simply send a flight to orbit a waypoint, and the flight will be automatically vectored to incoming targets. Flights will always be vectored to the nearest enemy contact relative to the Vector object. All available fighter flights within range will be vectored to the same enemy flight. Vectored flights are susceptible to jamming (see below)

VectorMode (1 for on. If on, the object will only send fighters against "bomber" type aircraft.)

The Vector object uses the same variables as the GCI(ft) and GCI(m) objects. If GCIVarAlt is switched on, the Vector object will not be able to send fighters after planes below its detection height.
Airborne Radars

Airborne Radars have been reworked in C&C 3.0 by Sputnikshock. For details on his new, more realistic and detailed radars please check out the AIRPCC_readme.pdf file included in this pack.

Surface Search

Surface Search radars simulate aircraft mounted radar used to detect ships, submarine periscopes, etc. Some radars only track surface targets, while others track aircraft as well.

- How it works: Surface Search radars will track enemy ships. Only the largest ships (freighters, destroyers, etc) can be picked up at maximum range. Smaller ships (surfaced subs, landing craft) will be picked up at closer ranges. Surface Search radars can even pick up submarine periscopes, albeit at very close range.

- Like airborne radars, Surface Search radars scan in a "cone" ahead of the aircraft. To be fully effective, the plane should be straight and level. Also, the minimum range will decrease the lower the plane is to the water, due to the angle of the beam.

Max rng. | Azimuth | Year
Allied:

ASG 64km 60 deg. 1942
ASD    40km 60 deg. 1943
ASVmkIII 80km 60 deg. 1943
AN/APS4*  55km 70 deg. 1944

Japanese:

Taki 60km 40deg. 1943

*Can detect aircraft at up to 9km.

Electronic Warfare

These objects represent various homing and jamming devices. Some will interfere with the player and AI's ability to track targets, while others will allow the player to home in on enemy aircraft under certain circumstances.

Naxos

Naxos was a homing device designed to allow German night fighters to home in on H2S ground mapping radar emissions from British heavy bombers.

- How it works: When the player is within 50km of an enemy bomber, it will receive a bearing to the target. No range information is available.

- Because H2S is pointed downwards, Naxos will only pick up signals from bombers flying higher than the player's aircraft.

NaxosLate (1 = on. Simulates late war conditions in which British bombers only switched on their H2S devices infrequently to avoid homing signals) * thanks to Sputnikshock for the idea.

Flensburg

Flensburg was a homing device tuned to track Monica tail warning radars on RAF fighters and bombers.

- How it works: Flensburg only works when the player is within a 60 deg. arc behind an enemy aircraft (horizontal and vertical), to a range of 100km. It displays bearing to target only.

Serrate

Serrate was a homing device intended to let British night fighters track German airborne radar emissions.

- How it works: Serrate will provide a bearing to enemy nightfighters. Since it picks up radar emissions, it works much better when the enemy plane is facing the player. When within the radar cone of an enemy fighter, it has a range of 80km. Outside the cone, the range is reduced to 16km.

Window

Window (or Duppel as the Germans called it) was the codename for aluminum chaff dropped behind night bombers. It interfered with German radar and made interception much more difficult. This is a somewhat abstract representation of its affects.

- How it works: When the Window object is on the map, AI fighters will have a % chance to break off their attack when within 4km of the rear of a bomber. They will turn, trying to re-acquire the target, and may latch on again. Players flying fighters near bombers will receive frequent messages from their radar operator that they are being jammed, which will make tracking a target more difficult. GCI reports will be unaffected (operators learned to track the bomber stream by the presence of chaff itself).
WindowEffect (Any integer under 100, default 0. Will be added to the % chance to jam / distract player and AI flights.)

Jamming

The Jamming object is meant to represent a number of allied airborne electronic countermeasures, notably "Airborne Cigar". The object will turn B-17 bombers (of any model) into airborne jamming aircraft. When an enemy fighter is within 200km of the jammer, it has a chance to receive false signals meant to confound the radar operator and pilot. Historically these ranged from engine noise to false GCI reports or even music.

The object has two effects in game. If jammed, an AI fighter will lose track of its target. This is most effective when combined with the vector object. If the player is flying a jammed plane, he will receive false GCI reports with bogus headings and flight information. Canny players may be able to discern the real GCI headings from false ones, but in a confused fighting situation, at night, with no map, it will make tracking enemy bombers that much harder.

*New in version 3.03*

This object now works with B-24 bombers as well. B-24's will act as wide-spectrum jammers, blanking out helpful messages from GCI rather than providing false information.

JammerMode (1 = on. If active, the Jammer will mimic an RCGCI object rather than a GCI)
Navigation / Blind Bombing Aids

Navigator (NAV)

The NAV object represents a navigator on board your aircraft, or a ground station feeding you information on your current position (like LORAN or GEE).

- How it works: Place anywhere. Every few minutes, the navigator will report your map grid position.

- The NAV object is affected by weather. In clear weather, the navigator is fairly reliable. In bad weather, he may only be counted on to within 20 km or so.

NavError (1 = on. If activated, the navigator's margin of error will increase with time. After two or three hours, his position fixes may be off by as much as 50km.)

OBOE

OBOE roughly replicates the British blind bombing system of WWII, though it can be used as a stand in for SHORAN, Knickebein, or even Vietnam-era inertial navigation bombing systems.

- How it works: Place the OBOE object on the place you want to be bombed. OBOE will broadcast a continuous feed to the player while he is airborne and above 500m. The OBOE object will not work if the player has no bombs aboard.

- The OBOE object will continuously compute the ideal drop point based on the player's speed and altitude relative to the target. It will give the player a straight-line course to the target, including an ETA to the drop point.

- Since OBOE will be on-screen almost continuously, it is designed to be unobtrusive and uses symbols rather than words:

">>>" means "turn right".
"<<<" means "turn left".
"|5|" means "On course. 5 minutes to drop point"
"[30]" means "On course. 30 seconds to drop point"
"Drop!" means pickle your bombs.

- With a little practice, OBOE can be very accurate (+/- 100m @ 3000m). For best results, try to maintain level flight and constant speed on the final run over the target. It is also better to release slightly early (ie at "[0]") to ensure hits.

- Only one OBOE target should be used per mission.
OBOERange (Maximum range from which Oboe will guide the player to the target. Default is 500km)

OBOE(F-4)                        vehicles.stationary.CandCJET$OBOE_F4Unit 2
OBOE(A-7)                        vehicles.stationary.CandCJET$OBOE_A7Unit 2

Simulate an inertial bombing system, it guide you to target and tell you when drop bombs in level flight, put it over the target that you want to bomb.....OBOE for A7 is a bit better and can work at lower altitudes than F-4

H2S

The H2S object represents the radar mapping system used by British bombers. Less accurate than OBOE, H2S was intended to get the bomber into the general area of the target.

- How it works: Place the H2S object on the place you want to be bombed. When the player comes within 25km of the H2S object, the Navigator will begin to look for recognizable landmarks below. He will then feed the player headings towards the target. When the player is within 5km of the object, the navigator will report "Over target area", and the player should drop his bombs. The object will deactivate once all bombs are dropped.

*New in version 3.03*

Flying over cities or coastlines will give the H2S operator a high-contrast picture, triggering a navigation update.

Aimpoint

The Aimpoint object has two functions. It can represent either:

1) A level drop-point for fighter bombers.

2) A "target marking" point for level bombers.

- How it works: Place over the target you wish to bomb, and make sure the friendly a/c you wish to drop over the target will pass over it. Do NOT set a GATTACK waypoint, just a NORMFLY waypoint, preferably somewhere past the object, so that the plane will simply overfly it.

- When the bombers overfly the target, they will automatically drop their bombs. Altitude and speed will be adjusted for to get the bombs on-target.

- Fighter-bombers will release all ordnance and continue on their way. This is a good way to simulate "one pass, haul ass" type strikes.

- When using the Aimpoint object, player aircraft are assumed to be "pathfinders". When the player drops a bombload, the Aimpoint will be adjusted and an "error" displayed based on how far off the mark the player is. This error will then be added to the AI's chance of dropping off-target. In other words, the more accurate the player is, the more accurate following bombers will be.

AimpointMode (1 = on. If active, bombers will always be as accurate as possible. Players will still get an error report when they drop, but it will not affect following aircraft)

AimpointError (Default 300. Radius from the object in which the AI bombers may drop. Can be used to increase / reduce overall accuracy of a bomber stream)

AimpointNoMark (1 = on. If active, the player will no longer change the aimpoint when dropping bombs)

Error

The Error object functions just like the Aimpoint object, but does not cause AI aircraft to drop bombs. It merely reports the aiming error distance of the players' bombs.
Airborne Spotters

These objects replicate crewmen or wingmen who call out enemy contacts to the player.

Placement: Wherever you like, same side as player.

Gunner (GNR)

- To use: The GNR simulates bomber gunners calling out enemy fighters.

- How it works: Just like in the movies, when enemy fighters come within 6000m of your plane and +/- 2000m altitude, you'll get a "Fighters at X o'clock high!" message.

- Gunners will distinguish between bombers, fighters, and other aircraft.

- Gunners have a much reduced spotting radius at night (~1km). Also, there is a chance they will not see a target at all.

Spotter (SPR)

The SPR simulates gunners or wingmen calling out sightings of enemy ground units and ships. Designed for armed recon type missions, to get your wingmen or gunners to pull their weight. Can be combined with the Gunner object.

- How it works: You will get a message about enemy armor, vehicles, ships, or guns and given a "o'clock" bearing to the target. The range is a function of the player's altitude; the higher you fly, the farther your wingmen / gunners see, to a maximum range of 6km @ 3000m.

- At night, the spotter has a much reduced range, and the player must fly close to the ground for his wingmen / crew to see anything below. They will see very little above 500m.

*Note for GNR and SPR objects: These objects are meant to simulate calls from bomber crews or wingmen. They will not function if you are flying alone in a single seat aircraft.

Radio Operator (RO)(originally by Sputnikshock)

The Radio Operator simulates a crewman watching the rear quarter for enemy night fighters.

- How it works: When an enemy fighter approaches to within 650m of the rear of your aircraft, the Radio Operator will call out a contact and a direction to break. There is a chance that he will not see the enemy fighter, so remain alert.

- This object differs from the GNR object in that it cycles more quickly, representing a crewman watching only the rear quarter for fighters, rather than scanning the whole sky for any enemy aircraft.

Corkscrew

The Corkscrew Manoeuvre was used by British night bombers to avoid German nightfighters by dodging out of their radar cone.

- Assign the same color as your bombers.

- How it works: This object will cause all AI bombers on the map to randomly initiate evasive manoeuvres when an enemy fighter comes within ~500m of their rear quarter. If you are flying a bomber with this object on the map, your rear gunner will act as a lookout, telling you to "Corkscrew [left or right] now!" when danger is near.

*Note - Testing has revealed that bombers may not react to fighters specifically set to target them in the FMB. I recommend setting fights to choose their own targets.





















Rescue

These objects represent downed crewmen in need of rescue, either by the player or AI aircraft.

Placement: They should be placed in accessible areas, wherever the rescue it to take place.

RESCAP

The RESCAP object simulates a downed pilot behind enemy lines. He will communicate with the player and await helicopter pickup.

- How it works: The 'Survivor' will broadcast his map-grid coordinates to the player. Once in the area, he will call out when he has the player in sight, and which direction he is relative to the player's aircraft.

- When a friendly AI aircraft moves to within 300m of the survivor and slows to under 27m / second, it will announce the pickup and the survivor will disappear, ending the rescue operation. Player-flown aircraft will have to get within 30m of the survivor. The survivor will "pop smoke" during the day as the helicopter approaches. At night he will light a flare to pinpoint his position.

- Survivors may now be captured if enemy ground units approach to within 10m. The player will receive warnings that enemy units are approaching before this happens.

RESCAPDelay (time in minutes before RESCAP object begins broadcasting)

SAR

The waterborne version of RESCAP, the SAR object represents a downed pilot at sea, complete with lookouts. Intended for seaplane operations.

- How it works: The player will get a message giving the map-grid position of the downed airman, until the player is within 10km. When within ~2000m of the airman, the player's "crew" will call out sightings in "o'clock" directions. When the player gets within range, the airman will "pop smoke" during the day, or light a flare at night.

- The player should then land and taxi to within 200m of the dinghy, at which point the crew will announce a pickup and the dinghy will disappear. Any plane or helicopter can be used to perform the pickup, but the player must be travelling slowly.

SARDelay (time in minutes before SAR begins broadcasting)

*Note. As of version 3.02, rescued SAR and RESCAP objects are worth 100 points.

Recon

*New in 3.02*

Recon Objects simulate reconnaissance objectives for the player. Unlike the in-game observation targets, these objects require more from the player than just flying near the target.

The player's objective is to get a good "run" by overflying the target and getting a clear picture.

Recon objects must be set to the same color as the player's aircraft.

Placement: Place the object in the area you want to be reconnoitered. They can be placed inside buildings or other units as well.

LowRecon

The LowRecon object simulates a low-level recon run.

- How it works: The player must fly straight and level towards the target at an altitude above 50m and below 500m.

- When the player is about 2000m from the target, a "Rolling" message will appear, along with the % amount of coverage remaining to be taken. Rolling or pitching more than a few degrees will spoil the 'run' and force the player to start over.

- Players should keep their speed below 600kph to avoid overshooting the target before enough footage has been exposed.

- Completing a photo run will remove the object and net the player 100 points.

HighRecon

The LowRecon object simulates a high-level recon run.

- How it works: The player must fly straight and level towards the target at an altitude above 1000m and below 8000m.

- As above, a "Rolling" message will appear when over the target area.

- Unlike the LowRecon object, the target may be obscured in bad weather. You can get a clearer picture by dropping below the clouds.

- Completing a photo run will remove the object and net the player 100 points.
Artillery

These objects simulate artillery spotting, as provided by either ground based or naval batteries.

Placement: Place anywhere.

How it works: Artillery strikes will be called in on any ground unit the player padlocks (default F5 key). The firing cycle takes about 70 seconds before a new target can be selected, so choose your target carefully.

- Once selected, the player will receive messages from the Fire Control Center. When the rounds are about to hit, the player will receive a "Splash!" warning. Each artillery strike is about 20 rounds.

- Once a target is selected, the player does not need to keep padlocking it. If a player is still padlocking a target when a strike ends, a new strike will be called in on the target.

- There are two types of artillery objects available: Ground: "Arty(g)" and Naval: "Arty(n)". Ground artillery is less powerful (~75-105mm), but more accurate (+/- 100m). Naval artillery is more powerful (up to 300mm), but less accurate (+/- 200m).

- There is no need to place real friendly artillery or ships on the map, the artillery strike is spawned independently. Shell flight times are abstracted, and assume "Time on Target" fire co-ordination is in effect.

- Multiple Artillery objects can be placed in a mission. Each one will add another "battery" to the barrages called in by the player. This is a good way to scale artillery effects. A rough scale might look like this:


Arty(g)/(n) Batteries Ships

1 Battalion Destroyer
2 Regiment Cruiser
3 Division Battleship
4+ Corps Task Force









Mission Builder Tools

DZ (Dead Zone)

This object is intended to help mission designers "clean up" missions by removing aircraft from a mission when they are no longer needed.

Placement: Somewhere out of the way, preferably in the corner of a map. An airfield where you intend planes to land and disappear will also work. Give it the same color as the planes you want to remove.

- How it works: When planes of the same color as the object get within 1000m, they will pop out of existence at the rate of one every 5 seconds, regardless of altitude. If you want to remove large groups of planes, you should have them orbit the object at low level, or make repeated passes to make sure they disappear. Multiple objects can be used to widen the "Dead Zone".

- This object is intended to solve an old mission-builders' problem on maps like Berlin, where there is nowhere for bomber-streams, fighters, etc to go when they have completed their mission and are no longer needed. Rather than have them orbit in the corner or fly off the edge of the map, the mission builder can now simply remove them, thus saving FPS.

* The player's plane cannot be removed by the DZ object, though his AI wingmen can.

Ground_Attack

The Ground_Attack object is designed to address problems with AI planes, particularly jets, during ground attack missions. Simply put, the Ground_Attack object will change the behavior of ground attacking AI planes so that they will (hopefully) seldom crash into the ground or fly off into the stratosphere while selecting new targets.

When the Ground_Attack object is present anywhere in a mission, ground attacking AI planes will have a "ceiling" of 1500m AGL above which they cannot fly, and a "floor" of 300m (when dropping bombs) or 100m (when using rockets).

AI planes can still be shot down and catastrophic damage will still cause them to crash, but not matter how much they twist and turn they will not collide with terrain during strafing runs. Mountains or other sudden shifts in terrain height can still do them in, however, so use caution when setting up ground attack missions.

The Ground_Attack object also restricts the AI to bomb or rocket attacks. Once all bombs and rockets have been used up, the AI will proceed to the next waypoint. This is to prevent endless and unrealistic machine-gun or cannon runs. The AI will also jettison drop tanks when starting attack runs.


Landing

The Landing object is designed to help AI-flown jet fighter make safe carrier landings. Place it anywhere in a mission to use. It will apply to both sides.

Just before carrier touchdown, landing fighters will be slowed to a safe landing speed regardless of their approach speed.
Randomizers

These objects introduce an element of randomization into missions. They activate as the mission begins, and if placed correctly can have a large effect on certain mission elements. A mission set up using these objects may play out quite differently each time it is run.

RandomPlanes and RandomPlanes2

These objects will randomly reduce the number of planes in a flight starting within 1km of the object (at any altitude). RandomPlanes has a 50% chance of removing each plane, while RandomPlanes2 has a 50% chance of removing ALL planes within 1km. Times out after one minute. Will only affect planes of the same side as the object.

RADelay (time in minutes before the object begins working. Allows Mission Designers to coordinate late aircraft starts.)

RandomGround and RandomGround2

These objects work just like RandomPlanes, but affect tanks, cars, and artillery.

RandomTrains

This object has a 50% chance of removing all train cars within 1km.

RandomShips and RandomShips2

As above, but limited to a 500m radius. Useful for randomizing single ships in a carrier group without risking the carrier itself.

RandomTime

Resets the time of day to within +/- 3 hours of the set start time.

RandomSkill

Resets the skill of all AI "Average" fighter planes of the same color as the object. It will create a mix of Ace, Veteran, Rookie, and Average pilots. Aces and Rookies will be relatively rare, while Average and Veteran will be more common.

Spawn

This object will randomly redistribute ground vehicles and ships from a "pool" to various points on the map. To use, surround the object with the ground vehicles you wish to "deploy", no farther than 100m from the object.  Set up motorcycle units to act as markers around the map in the places you want the objects distributed.

At the top of a mission, the objects from the pool will be randomly placed around the motorcycle objects. The motorcycles will then be deleted. This allows you to set up ground targets in different places every time you run a mission. You can have two "pools" and two sets of "markers", one for each side.

The Spawn object will also deploy ships if motorcycle markers are set up on water. It will not deploy vehicles or tanks to water markers, but they can all come from the same pool.

Each Spawn object can deploy up to 100 ground units. There is no limit to the number of Spawn objects you can use in a mission.

Ambush

Works like the Spawn object, but only triggers when enemy ground units come near, to simulate ambushes and hidden units.
Dynamic Mission Objects

Dynamic Mission objects are a new class of object in C&C 3.03. They are designed to create certain types of missions from basic templates created by the player, or to create new objectives during active missions.

They can be placed anywhere in a mission.

Dynamic Rescue

This object allows for dynamic CSAR missions to be generated from bailed-out aircrew.

Place the object anywhere on the map and set it to the same side as the player.

-How it works: When a friendly airman bails out during a mission, he will call for rescue upon reaching the ground. The object functions just like the RESCAP object, and the player will be able to pick up the downed airman (and net 100 points).

-If the 'survivor' lands on water, he will get into a dingy, but the object will function like a RESCAP object, not a SAR object.

-The object is designed work with the AI-flyable HRS3 helicopter. The helicopter should be placed within 200km of the most likely area for combat to occur, preferably with only two waypoints close together. When activated, the helicopter will be assigned new waypoints to come and rescue the downed pilot.

-The object cannot tell the difference between a bailed out crewman and a paratrooper, so using this object on missions with para-drops is not advised.

-To avoid confusion for the player, only the first friendly airman to touch the ground will call for help. Later bailouts will be ignored.

Dynamic Bomber Stream

This object will create a randomized bomber-stream mission for night-fighter and night-bomber enthusiasts. It is designed to work with the RCGCI object.

Place the object anywhere on the map and set it to the same side as the bomber stream.

-How it works: Set up any number of bombers relatively close together over a reasonable starting area (ie, over the English Channel), preferably with only two waypoints. They can also take off from land bases (they will land at mission end) Place stationary train wagon8 objects (the fuel car) at potential targets for the bomber stream. If you want to play as a bomber, you can place H2S, OBOE, Aimpoint, and Error objects at these sites as well. Make sure that they are no further than 1km from the wagon8 objects.

If you intend to add night intruder flights to your mission, set up OPEL BLITZ Fuel trucks at opposing airfields.

At mission start, bombers of skill "Veteran" or lower will be assigned to attack one of the targets, while "Ace" bombers will be assigned to random targets as decoys. The planes will return to their starting location after they have dropped their bombs. If they took off from a land base at mission start, they will land at the same base. If they started in the air, they will orbit their starting points.

Intruder fighters will be randomly assigned either to follow the main bomber stream or to orbit enemy airfields (as designated by the fuel trucks).

H2S, OBOE, Aimpoint, and Error objects further than 1km from the main target location will be deleted, allowing players flying bombers to home in on the correct objects.

Dynamic Strike

This object will create tactical strike missions for fighter-bombers and dive bombers, as well as defense missions for fighters.

Place the object anywhere on the map, set to the side of the strike aircraft.

-How it works: Set your strike and fighter aircraft to have no more than two waypoints (including the starting waypoint). You can have them take off from an airfield or carrier, they will land at the same point when they return.

Stormovik, Dive Bomber, and Fighter aircraft carrying bombs will be assigned to attack stationary tanks, trains, and vehicles of the opposing side at random. Fighters without bombs will be assigned to either orbit enemy targets to provide TARCAP, or friendly stationary targets to provide defence. This object should work with the Vector object as well. I also recommend using the Ground Attack object to best results.

You can ensure that friendly fighters fly only defensive (or offensive) missions by removing the stationary Tanks, Vehicles, or Trains from one or the other side. For instance, in a Battle of Britain type scenario, making sure that there are no stationary objects on the German side of the channel would ensure that all German fighters will cross the channel while all British fighters will defend English targets.
Weather

These objects allow mission designers to change the weather during a mission, either randomly or by creating their own storm systems.

RandomWeather

The RandomWeather object will randomly alter the weather at mission start. This weather will remain for the rest of the mission.

DynamicWeather

This object will shift the weather in linear increments during a mission. Weather will start at whatever the mission setting is, but then has a chance to either improve, worsen, or stay the same. Changing weather will affect clouds, but not wind.

BestClouds (0 - 7, indicates the best possible weather. Default is 0)
WorstClouds (0 - 7, indicates the worst possible weather. Default is 7)
DWInterval (time in minutes between weather shifts. Default is 20)

StormFront

The StormFront object allows mission designers to create a static "storm" over a particular part of the map. The weather will worsen as the player gets closer to the object, in approximately 50km "bands". I do not recommend using more than one of these objects per mission, or mixing it with other weather mods.

StormFrontDelay (delay in minutes until stormy weather comes into effect)
WorstClouds (0 - 7, indicates the worst possible weather. Default is 7)
Special Effects

These object simulate miscellaneous effects, without necessarily being 100% realistic. They are intended more for fun than accuracy, though some can and will cause damage to aircraft or ground objects.

Barrage

This object will create a series of explosions over a 1km x 1km area centered on the object, randomly timed and spaced to create the impression of an artillery barrage. The barrage will only occur when the player is within 10km of the object. It is intended more to create immersion then as a weapon, though it will damage buildings and units.

Soldiers (SLD and SLD2)

These objects spawn running soldiers (like the ones who run from trucks) when the player is within 10km of the object. The SLD object will spawn soldiers from the object itself. SLD2 will spawn soldiers from "prone infantry" units within 5000m of the object (designed to give infantry battles more life on the ground). Intended to create a sense of activity and panic during ground attacks, airfield strafing, etc.

Box

Simulates a box barrage. Enemy planes flying over this object will trigger a series of flak bursts at the height of the aircraft, filling a 1km x 1km x 500m space centered on the object. Multiple objects can be combined for a larger barrage.

Refuel

The refuel object allows for aerial refuelling of AI aircraft. To use, simply place it on the map and assign it the same side as the tanker aircraft (KB-29 or A-1 Tanker). By default, only planes already capable of refuelling can use this object (ie the F-84G-3 and FJ-Fury).

AI planes flying to the rear of the tanker aircraft will automatically take on fuel. Simply flying in formation with the tanker will usually get them close enough. Planes flying formation with a refuelling player should also refuel.

RefuelAll (1 = on. If active, all planes can refuel at tankers)

RefuelPlayer (1 = on. If active, the player can refuel at tankers without docking. Player must fly behind, below, and at roughly the same speed as the tanker to refuel)



Fire

The Fire object simulates a large-scale bombing raid on a city, designed to be used for night-bombing missions.

How it works: Place one or more fire objects in the area to be "bombed". When enemy planes fly over the object, it will begin to spawn fires in random locations, which will spread over time and eventually burn themselves out.

- As an experimental feature, this object will increase the maximum view distance, allowing the fires to be visible from 30-50 km away. This may have unintended effects on fps on some systems, especially if other smokes or fires are in use.

City Lights

Placing this object on City terrain will generate up to one hundred lights when the player's plane comes within sight of the city. The objects will not make lights on non-city terrain. This allows you to make missions with well lit cities without long loading times.

Bomb

The bomb object allows mission builders to simulate large-scale bombing raids by minimal numbers of aircraft. When a friendly bomber comes within 10km of the object, multiple clusters of bomb-strikes will erupt around the object, as if dozens of bombers were dropping their loads on the terrain below. For obvious reasons, this object is best used at night.
Multiplayer Issues

Please note that none of these objects has been tested by me in multiplayer. Some users report good results while using these objects online, and some (like Dynamic Weather) have proven problematic. I do not intend to spend time optimizing these objects for online use, since I do not play online and testing them would be a laborious and time consuming process.

If you do use them online, I recommend taking the following measures:

1) Use only one of each type of object (RESCAP, SAR, etc). Two or more may send conflicting messages, or cancel each other out. Objects that do not need to know where objects are relative to the player, like the FAC or AFAC objects should be relatively safe. Special Effects objects should also work online, in theory.

2) Play in co-op mode. The objects are not designed to broadcast to one player and not another, and may provide information to enemy players.

3) Do not use the DynamicWeather, RandomWeather, RandomTime, or StormFront Mods. Users have reported that weather changes for one user are different for others, leading to unbalanced missions.

Closing Notes

This mod is designed to be immersive and fun. It is a rough estimate of how these systems worked, and not designed to be 100% historical.

My main goal was to provide mission makers with a way to 'surprise' players with new objectives and make the game world feel more fluid and alive.

Thanks to Beo for help testing and for conceptual help and advice.

Thanks to 11th~Frog for the map-grid code borrowed from the Formation Mod, and kind permission to use it.

Thanks to Slipper for helping with research and ideas, and extensive beta testing.

Thanks to Sputnikshock for the original Radio Operator object and ideas, and for reworking the Air Intercept Radars. Also check out his additional standalone C&C objects.

Have fun!

Checkyersix.

Title: Re: Command and Control version 3.031
Post by: slipper on April 12, 2015, 06:50:14 AM
Quick update everyone.

I haven't heard from Sputnik since Christmas time, i don't believe Monty has either. We were working on an update to make this compatible with 4.12, as far as i am concerned this is no longer happening.

No one could me more disappointed than me, but Sputnik was the brains behind the update. I do have a little java knowledge but not of the level required to tackle this on my own.

sorry all.

regards

slipper
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on April 16, 2015, 12:30:33 PM
Really sad news....
Title: Re: Command and Control version 3.031
Post by: FL2070 on April 16, 2015, 03:30:17 PM
Nooooooooooooooooooooooooooooo!
Title: Re: Command and Control version 3.031
Post by: Mick on April 16, 2015, 03:55:11 PM
... join the Rebels, guys, they have a working 4.09 version ...!  :P

http://www.sas1946.com/main/index.php/topic,35826.0.html
Title: Re: Command and Control version 3.031
Post by: Epervier on April 17, 2015, 03:10:59 AM
... join the Rebels, guys, they have a working 4.09 version ...!
It is very good Sergeant recruiter!  :D

(http://gvla.perso.neuf.fr/Img_forum/409_forever.gif)
Title: Re: Command and Control version 3.031
Post by: slipper on April 17, 2015, 05:13:14 AM
Mick and Epervier

I hadn't noticed you had a 4.09 version, really impressed. I would be interested in talking to you both if you don't mind? The reason being I was involved quite a bit with the testing of the 4.101 version for CY6, and unfortunately CY6 had to give up modding before he had ironed out all the problems.

Therefore even the 4.101 version has some objects not working correctly, so I would be very interested to see if you have rectified any of those problems.

I don't have a 4.09 version to try, but I have a list of objects working ok or not in 4.101. If I post it up later could you confirm or not in your game if the 4.101 broken objects are working ok in 4.09 please?

Regards

Slipper
Title: Re: Command and Control version 3.031
Post by: Epervier on April 17, 2015, 05:47:28 AM
To help you, read the readme from version 409!  ;)
You will have a list of objects that work in 409!
Some objects have been removed because they were not working or because I have not managed to convert!
Title: Re: Command and Control version 3.031
Post by: slipper on April 17, 2015, 08:58:54 AM
Ok mate, will do. But also some objects also appeared to work ok in most situations, but were broken in some small way.

I'll post up my findings from 4.101 later, and maybe we can compare.

Regards

Slipper
Title: Re: Command and Control version 3.031
Post by: Epervier on April 17, 2015, 11:04:34 AM
Ok mate, will do. But also some objects also appeared to work ok in most situations, but were broken in some small way.

I'll post up my findings from 4.101 later, and maybe we can compare.
:-X
Mick, s'il fait ce qu'il dit, je vais avoir besoin de tes talents de traducteur de britonnien !  ;)
Title: Re: Command and Control version 3.031
Post by: slipper on April 17, 2015, 02:40:16 PM
Quote
Mick, s'il fait ce qu'il dit, je vais avoir besoin de tes talents de traducteur de britonnien !


Why, is my English that bad?  ;)


Here's my findings from 4.101

Code: [Select]
Forward Air Controller (FAC)
All aspects work ok except for:-
Problems
Receive “popping smoke” message at mission start everytime, no matter how far player is from object.
Did not get a BDA on leaving target area
FACDelay option – broadcasting always begins after a short while approx 30 secs, no matter how long the delay is set at.
FACNoSmoke – does not work, always marks with smoke.
Suggestions
could the AI attack routine be improved? They seem to break off attack quite often, only one attacks at a time, could they attack in trail formation?
Airborne Forward Air Controller (AFAC)
All works ok except for
Problems
when object sends message “request CAS at grid xxxx” grid given is the location of the players plane at that time not the position of object.
In DBW 1.71 at least, cannot get the WP rockets to issue smoke. The AFAC object seems to be telling the marker plane to mark correctly and it uses rockets, but they seem to have destructive power no smoke visible.
FACDelay (is it FACDelay or AFACDelay?). tried both but results the same as FAC, in that the object starts to broadcast a shortwhile after mission start no matter what delay time is set
Ground Control Intercept (GCI(m) + GCI (ft))
Works fine
Suggestions
Could Sputnikshocks enhanced version of freya and wuerzburg replace these at all? Similar to what happened to the airborne radar? These give a more realistic experience. The only problem is that they are not affected by jamming or any of the other things that affect the default radar.
Running commentary GCI (RCGCI)
Works fine except for
Problems
Main force/Spoof messages seem to be reversed
Keep getting a “mainforce confirmed” message early in mission before any bombs dropped by any plane ( object then continues to report the spoof as the mainforce as mentioned above)
Ground observer (OBS)
Works fine
Coast watcher (CW)
Works fine
Vector
Works fine except for
Problems
VectorMode 0 – appears to attack bombers only
VectorMode 1 – works the same as VectorMode 0, so there does not appear to be any way to direct fighters to attack fighters. This is a problem for example when creating night intruder missions when there seems no way to get nightfighters to attack the intruders.
Are planes such as Me-110G-4, He-129, Mosquito classed as fighters or bombers? Believe this may also have a bearing on getting nightfighters to attack each other, hence no way to defend a bomber stream.
Airborne Radars
Work fine
Surface search
Works fine
Suggestions
Could ranges be affected by weather to simulate bad sea state? So that range is better in good weather than in bad?
Marker flares for sub hunters to be used by AI
Electronic warfare
Naxos
Works fine
Flensburg
Works fine except for
Problems
Appears to detect fighters in any direction, not when just in a 60 deg arc behind them as with bombers.


Serrate
Works fine except for
Problems
Head to head detection about 20 km, readme suggests 80km. Range outside detection cone drops to 16 km which agrees with readme.
Window
Works fine                                     
Jamming
Works fine
Views/recommendations
There needs to be quite a few jamming aircraft in mission to make jamming messages a nuisance, but then AI jamming is so effective on vectoring aircraft as to render them mainly ineffectual. Particularly on B-24, the jamming messages are quite rare and do not stay on screen long enough to affect players interception at all. Wondered if jamming could be on a % scale like window jamming? Maybe also linked to number of jamming aircraft, so if 50% jamming selected and 6 ‘jamming’ aircraft in mission, then if 3 are destroyed jamming % down to 25%
Navigator
Works fine, except when H2S also in mission then H2S messages over ride nav messages
Oboe
Works fine
H2S
Works fine, except for
Problems
Nav update not triggered over city or coastline
Suggestions/improvements
Instead of nav update when over city or coastline, could these be replaced by messages saying something along the lines of ‘passing over coast’ when passing from sea to land tiles and ‘over built up area’ when over city tiles? This would represent H2S’s main strength in being able to differentiate between land/sea/built up area.
Could an option be given to represent the accuracy ability of early MK1 H2S with that of later MK III H2S sets? Maybe default value triggers as now when player within 5km of object (MK1 H2S), option 1 triggers when within 1km of object (MK III H2S)

Aimpoint
Works fine
Error
Works fine
Suggestion
Could error message be given along the lines of  “Bombs dropped 2km SW of Aimpoint” , “Bombs dropped 1km N of target”, “Bombs on target”
Gunner
Works fine
Spotter
Works fine
Radio Operator
Works fine
Corkscrew
4.10 Works fine                             4.12  Player recieves 'corkscrew' message, but AI takes evasive action very rarely
Rescap
Works fine except for RESCAPDelay, no matter what delay time set message is broadcast straightaway
SAR
Works fine except for SARDelay, no matter what delay time set message is broadcast straightaway
Lowrecon
Works fine
High recon
Works fine
Recon suggestions for high/low
Longer runs
Higher recon (35,000ft or higher)
Report of what is flown over, vehicles/ships/rail/damage to city


Artillery
Works fine except get a “splash_null” message on screen when strike is selected, does not affect working of object
Dead zone
Works fine
Ground attack
Works fine
Landing
Works fine
Randomizers
Work fine
Spawn and Ambush
Could not get to work, tried stationary and moving motorcycles, and stationary and moving ground vehicles with no luck
Dynamic Rescue
Works fine but appears to be one grid square out vertically when giving baled out pilots position ie. Pilot landed in grid AX09 but grid giving as AX10
Dynamic Bomber Stream
Works fine
Suggestions
Can decoy bombers attack more than one decoy target?
Can Night intruders attack more than one airfield? Ideally one or two aircraft sent to an airfield with about 6-10 airfields being chosen
Can night fighters following bombers do so at same speed as bombers
Dynamic strike
Could not get to work, just appeared to be random movements no bombing or defending of targets.
Random weather
Works fine, could option be added to select worst possible weather option?
Dynamic weather
Could not get to work

StormFront
Works fine except for StormFrontDelay option does not work, weather affected straight away.
Suggestions
Possibility of a min max ceiling for clouds?
Could there be a best clouds option aswell?
Barrage
Works fine
Suggestions
Could effect be more dispersed?
Could there be a time limit added, so effect lasts for x mins for example?
Soldiers (SLD and SLD2)
SLD works fine, SLD2 doesn’t work
Refuel
Works fine
Fire
Works fine
Suggestions
Could it affect a larger area?
Could fires spawn less and have more of a random effect? At present a fire object spawns a lot of fires, which appear to take up the shape of a square which is quite noticeable and unnatural looking.
Could a smoke spawn option be included that spawns a few smoke columns.
Could a start time and duration of effect be set, so that fires only spawn for a set time
City lights
Works fine
Could another option be given with orange lights, with not as many lights? Looks good as an array of small fires in a city.
Bomb
Works fine
Suggestions
Could a light/medium/heavy option be added to simulate differing intensity raids
Could a start time and duration of effect be added to simulate raid starting at specific time and lasting a certain time



Please ignore the suggestions as this document was part of my ongoing discussion with CY6 at the time he stopped modding. As you can see although most worked ok under 4.101 there was still some work needed to iron out bugs.

I would be interested to know if you get the same results in 4.09 as i was getting in 4.10, or whether some of the problems i posted above are working fine in 4.09.


Hopefully, eventually we can get a 4.12 working version of this.

Thanks for any help.

regards

slipper
Title: Re: Command and Control version 3.031
Post by: Epervier on April 17, 2015, 03:15:19 PM
This is Mick who was my tester. Using his tests he corrected and bring precision to the manual. The manual is also its creation.
I think it will better serve you ...

Mick... help !  :D
Title: Re: Command and Control version 3.031
Post by: Mick on April 17, 2015, 03:40:23 PM
... Hello Epervier and Slipper ...

Well I beta tested a loooong time ago ...  ;D

... so will have to copy what Slipper posted and try and remember if I encountered such problems ...  :)

Just give me a few days Slipper,and I'll either post the result or send you a PM ...   ;)
Title: Re: Command and Control version 3.031
Post by: slipper on April 18, 2015, 05:26:20 AM
Mick

No worries mate, thanks for the offer. I have a few things I am messing with at the moment but then I may have a look at the 4.101 version again and see if I can iron out some problems.

No rush Mick, when you can is fine mate. Thanks Epervier too.

Regards

Slipper
Title: Re: Command and Control version 3.031 [4.10]
Post by: rovan75 on November 27, 2017, 11:56:08 PM
HI, i need help.
I have 70% CTD
and i have installed  DBW 1.71 and Update v4
I tried to put the mod in jsgmemods
and the lines in stationary.ini in: #DBW/STD/.....

the mod also I unzipped it in #DBW
but always i have 70% CTD

can someone help me?
Thanks
Title: Re: Command and Control version 3.031 [4.10]
Post by: SAS~Gerax on November 28, 2017, 12:42:12 AM
I have 70% CTD

We need the LOG! Read how to get it here (http://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (http://www.sas1946.com/main/index.php/topic,19308.0.html).

Important: read here (http://www.sas1946.com/main/index.php?topic=39780.0) which part(s) from the log to post
and how to post it. (code option!)
Title: Re: Command and Control version 3.031 [4.10]
Post by: rovan75 on November 28, 2017, 02:51:02 PM
https://pastebin.com/mwCmpzTL
Title: Re: Command and Control version 3.031 [4.10]
Post by: Fresco23 on November 28, 2017, 06:26:44 PM
Hi rovan, this mod as packaged in post #1 does not run through JSGME. You should drop the mod into your #DBW folder, and add the following lines into your stationary.ini

Code: [Select]
[Command_and_Control]
FAC           vehicles.stationary.CandC$FACUnit   1
AFAC       vehicles.stationary.CandC$AFACUnit  1
GCI(m)        vehicles.stationary.CandC$GCIUnit   2
GCI(ft)       vehicles.stationary.CandC$AGCIUnit  1
RCGCI       vehicles.stationary.CandC$RCGCIUnit 2
Vector        vehicles.stationary.CandC$VectorUnit 1
OBS           vehicles.stationary.CandC$OBSUnit   1
CW            vehicles.stationary.CandC$CWUnit   1
FUG202        vehicles.stationary.CandC$FuGUnit   2
FUG218       vehicles.stationary.CandC$FuG218Unit 2
FD2           vehicles.stationary.CandC$FD2Unit 2
SN2       vehicles.stationary.CandC$SN2Unit 2
SN2b       vehicles.stationary.CandC$SN2bUnit 2
Naxos       vehicles.stationary.CandC$NaxosUnit 2
Flensburg     vehicles.stationary.CandC$FlensburgUnit 2
AImkIV       vehicles.stationary.CandC$AImkIVUnit 1
AImkVIII      vehicles.stationary.CandC$AImkVIIIUnit 1
AImkX       vehicles.stationary.CandC$AImkXUnit 1
AImkXV       vehicles.stationary.CandC$AImkXVUnit 1
Serrate       vehicles.stationary.CandC$SerrateUnit 1
Monica        vehicles.stationary.CandC$MonicaUnit 1
GTW       vehicles.stationary.CandC$GTWUnit   2
GNR           vehicles.stationary.CandC$GNRUnit   1
Corkscrew     vehicles.stationary.CandC$CorkscrewUnit 1
Window       vehicles.stationary.CandC$WindowUnit 1
Jammer       vehicles.stationary.CandC$JammerUnit 1
RO            vehicles.stationary.CandC$RadioOperatorUnit 2
NAV       vehicles.stationary.CandC$NavUnit 1
OBOE       vehicles.stationary.CandC$OBOEUnit 1
H2S       vehicles.stationary.CandC$H2SUnit 1
Error       vehicles.stationary.CandC$ErrorUnit 1
Aimpoint      vehicles.stationary.CandC$AimpointUnit 1
SPR           vehicles.stationary.CandC$SPRUnit   1
ASD       vehicles.stationary.CandC$ASDUnit   1
ASG       vehicles.stationary.CandC$ASGUnit   1
ASVmkIII      vehicles.stationary.CandC$ASVmkIIIUnit  1
ANAPS4       vehicles.stationary.CandC$ANAPS4Unit 1
Taki       vehicles.stationary.CandC$TakiUnit    2
RESCAP       vehicles.stationary.CandC$RESCAPUnit 1
SAR       vehicles.stationary.CandC$SARUnit 1
DZ       vehicles.stationary.CandC$DZUnit 1
Arty(g)       vehicles.stationary.CandC$NGSUnit 1
Arty(n)       vehicles.stationary.CandC$NGS1Unit 1
Barrage       vehicles.stationary.CandC$BRGUnit 1
Box       vehicles.stationary.CandC$BoxUnit 1
Fire       vehicles.stationary.CandC$FireUnit 2
Refuel       vehicles.stationary.CandC$RefuelUnit 1
RdmPlanes     vehicles.stationary.CandC$RandomAircraftUnit 2
RdmPlanes2    vehicles.stationary.CandC$RandomAircraft2Unit 2
RdmGround     vehicles.stationary.CandC$RandomVehiclesUnit 2
RdmGround2    vehicles.stationary.CandC$RandomVehicles2Unit 2
RdmWeather    vehicles.stationary.CandC$RandomWeatherUnit 1
DynWeather    vehicles.stationary.CandC$DynamicWeatherUnit 1
StmFront      vehicles.stationary.CandC$StormFrontUnit 1
RdmTime       vehicles.stationary.CandC$RandomTimeUnit 1
RdmSkill      vehicles.stationary.CandC$RandomSkillUnit 2
RdmTrains     vehicles.stationary.CandC$RandomTrainsUnit 2
RdmShips      vehicles.stationary.CandC$RandomShipsUnit 2
RdmShips2     vehicles.stationary.CandC$RandomShips2Unit 2
Spawn       vehicles.stationary.CandC$SpawnUnit 1
SLD       vehicles.stationary.CandC$SLDUnit 1
SLD2       vehicles.stationary.CandC$SLD2Unit 1
Ambush       vehicles.stationary.CandC$AmbushUnit 2
CityLights    vehicles.stationary.CandC$CityLightsUnit 1
LowRecon      vehicles.stationary.CandC$LowReconUnit 1
HighRecon     vehicles.stationary.CandC$HighReconUnit 1
Ground_Attack vehicles.stationary.CandC$LevelUnit 1
Landing       vehicles.stationary.CandC$LandingUnit 1
DynStream     vehicles.stationary.CandC$DynamicStreamUnit 1
Bomb       vehicles.stationary.CandC$BombUnit 2
DynamicRescue vehicles.stationary.CandC$DynamicRescueUnit 1
DynStrike     vehicles.stationary.CandC$DynamicStrikeUnit 1

stationary.ini can me found at #DBW>STD>com>maddox>il2>objects

I always put them to the top of the list as you see here:

(https://s8.postimg.cc/dw3mgwwol/helping.png) (https://postimg.cc/image/p8g7yp5dd/)

try this and report back

Title: Re: Command and Control version 3.031 [4.10]
Post by: rovan75 on November 28, 2017, 11:26:53 PM
thank you but this I already tested it and also gave me 70%

This is the las LOG lines:
[6:18:41]   Main begin: PlMisStatic: class 'vehicles.stationary.CandC$FACUnit' not found
[6:18:41]   java.lang.RuntimeException: PlMisStatic: class 'vehicles.stationary.CandC$FACUnit' not found
[6:18:41]      at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:537)
[6:18:41]      at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:206)
[6:18:41]      at com.maddox.il2.builder.Builder.<init>(Builder.java:2819)
[6:18:41]      at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[6:18:41]      at com.maddox.il2.gui.GUI.create(GUI.java:164)
[6:18:41]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853)
[6:18:41]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
[6:18:41]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[6:18:41]      at com.maddox.il2.game.Main.exec(Main.java:420)
[6:18:41]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[29.11.2017 6:18:41] -------------- END log session -------------
Title: Re: Command and Control version 3.031 [4.10]
Post by: rovan75 on November 28, 2017, 11:29:19 PM
If you need more lines of my LOG file tell me please.
I dont know what lines with Java exception you need.
Or maybe error lines?
Title: Re: Command and Control version 3.031 [4.10]
Post by: Fresco23 on November 29, 2017, 09:35:58 AM
After a quick test this mod is working perfectly in my DBW game, and i didnt put anything in jsgme. Try removing what you installed in JSGME.

Good luck!
Title: Re: Command and Control version 3.031 [4.10]
Post by: rovan75 on November 29, 2017, 01:21:46 PM
thank you very much but I just tried it with everything uninstalled from JSGME and follows CTD in 70%
Title: Re: Command and Control version 3.031
Post by: redfox on November 29, 2017, 03:56:20 PM
From your log, it cannot find the classes for the first item on the list.

Check your folder level within #DBW.

My own is named '+0000_CY6_Command_and_Control_v3.031', and within that folder there are two folders, '3DO' and 'Effects', and all the class files. You should see them all at the top level of your command and control folder.

Cheers - Redfox
Title: Re: Command and Control version 3.031 [4.10]
Post by: rovan75 on November 30, 2017, 12:39:57 AM
Requested, I have installed the DBW 1.71 megapack clean and it works
But when I install a new plane like the Nieuport 52 it returns to give me 70% CTD
Where should I copy the airplane folder?
In #DBW or in / jsgmemods
and should I install DiffFM 4.10 in which of the two folders?
and this last one should activate it with JGSME?

Sorry to pepper with so many questions but the creators of these mods are not clear to me.

Thank you very much for the help.
 :P
Title: Re: Command and Control version 3.031 [4.10]
Post by: Epervier on November 30, 2017, 12:54:16 AM
Obviously you have not yet understood the working principles of the JSGME folder!
If you place Mods (aircraft, vehicles, ships) in this folder you must also include new "ini" files that will replace those in the game.
So stop putting anything in JSGME.

But when I install a new plane like the Nieuport 52 it returns to give me 70% CTD
Where should I copy the airplane folder?
In #DBW or in / jsgmemods
#DBW !

and should I install DiffFM 4.10 in which of the two folders?
and this last one should activate it with JGSME?
DBW does not need the DiffFM.
It is already included !
Title: Re: Command and Control version 3.031 [4.10]
Post by: mongoose on December 05, 2017, 01:11:17 PM
As a noob, just trying to fin out which is currently the definitive C&C version; 3. 031 or ?4.1? something. hard to follow through the threads and also where the correct DL would be.
Title: Re: Command and Control version 3.031 [4.10]
Post by: Gatrasz on December 08, 2017, 12:19:49 PM
the definitive C&C version; 3. 031 or ?4.1? and also where the correct DL would be.
There is no official C&C version higher than 3.031 for what I know, and the link is in the first post. But it's for a 4.10.1 version of Il-2 game (which is currently to 4.13) and some functions from C&C 3.031 won't work in IL-2 4.12 or later.

For people like most of us who still are on a 4.12.2 version of Il-2, a new version of the Command & Control mod is available but included in the big modpacks like CUP (outdated) or BAT.
Title: Re: Command and Control version 3.031 [4.10]
Post by: Koty on December 29, 2017, 07:04:03 PM
^^; I would have loved a working stand-alone C&C for 4.12... that is, at least the GCI object... >.> if that is working in BAT, can someone salvage the respective classfile for me?
Title: Re: Command and Control version 3.031 [4.10]
Post by: tomoose on December 30, 2017, 08:52:29 AM
For what it's worth...
Parts of C&C will work with HSFX.  I will stress that these were very superficial tests (offline) in that I just created a simple mission in FMB and added the effect just to see if it would work.
- The AA box barrage for example works fine but no explosion sounds (a couple of "real" 88s would add some sound I think). 
- The FAC (Fwd Air Control) locks up every time.
- The GCI seemed to work OK
- Ground Observer worked OK
- Coast Watcher worked OK
- Airborne radar and EW -- I did not try these at all
- Navigator worked OK
- Airborne spotters (GNR) worked OK
- SAR worked BUT only until I got next to the downed pilot then the game would freeze.  I tried this a few times with the same result each time.  A pity because it is an outstanding idea.

Obviously there's more to this excellent mod that I didn't test as yet for HSFX.  I know that with JSGME it was easy to install and remove with no apparent issues to my HSFX mod so it doesn't "break" anything in HSFX if you want to try experimenting (but still the caveat of 'use at your own risk'). 
Title: Re: Command and Control version 3.031 [4.10]
Post by: vonOben on January 06, 2018, 03:08:28 AM
^^; I would have loved a working stand-alone C&C for 4.12... that is, at least the GCI object... >.> if that is working in BAT, can someone salvage the respective classfile for me?

I've extracted the C&C classfiles for 4.12 from PATHFINDER_BAT04.zip, send me a PM if you want them.
Title: Re: Command and Control version 3.031 [4.10]
Post by: ianp on February 09, 2018, 05:51:09 AM
tomoose  Reply #182, i play HSFX 7.03 with version "Command_and_Control_v3.031_HSFX702" and have the FAC working with Dynamic Strike and Ground attack in this test mission, activated through JSGME with the path for the stationary.ini files entries     C:\HSFX\MODS\STD\com\maddox\il2\objects\stationary.ini           hope this helps.

Link to this version: http://www.derrierloisirs.fr/il2/bdd2012/hsfx70.html

Make sure to clear any Command and control stationary.ini entries you may have added in    C:\HSFX\Files\com\maddox\il2\objects\stationary.ini     previously.

Thank you Checkyersix for a fantastic addition to my game.


(https://s13.postimg.cc/jk905hb13/upper.png) (https://postimg.cc/image/sf9ufzztf/)
Title: Re: Command and Control version 3.031 [4.10]
Post by: zalak on May 22, 2018, 02:28:36 PM
Hello,
I have a small problem - the plane is freezing (others planes also) (but the water is waving, i can give commands and i have sound answer, a stick is animate  but plane inn't  reacting )and noting else. Also I must kill game by the use ctrl+alt+delete - every time.
Next time i tried open a mission in FMB - the same story.

I think it is connected with C&C mode. Could you tell me what is wrong?
Code: [Select]
[15:31:18]
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:18] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:18] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
[15:31:18] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:31:18] at com.maddox.rts.Message._send(Message.java:1217)
[15:31:18] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:31:18] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:31:18] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:31:18] at com.maddox.rts.Time.loopMessages(Time.java:180)
[15:31:18] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:31:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:31:18] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:31:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:31:18] com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
[15:31:18] at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
[15:31:18] at com.maddox.il2.engine.Actor.destroy(Actor.java:767)
[15:31:18] at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
[15:31:18] at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
[15:31:18] at com.maddox.il2.objects.vehicles.stationary.CandCGeneric.destroy(CandCGeneric.java:139)
[15:31:19] at com.maddox.il2.engine.Engine.processPostDestroyActors(Engine.java:131)
[15:31:19] at com.maddox.il2.engine.InterpolateAdapter.msg
http://www.mediafire.com/file/0150l631vm225v7/logfile2.7z  (http://www.mediafire.com/file/0150l631vm225v7/logfile2.7z) - and my whole log.
Title: Re: Command and Control version 3.031 [4.10]
Post by: milvipes on October 08, 2018, 08:55:43 PM
I know this may sound retarded, but how do you install it WITHOUT UP?
Basically I put the whole folder inside my #SAS folder, and nothing happened. Added the lines into my stationary.ini file, and it crashes at 70% upon launch.
Title: Re: Command and Control version 3.031
Post by: kukulo on October 09, 2018, 03:36:35 AM
VonOben PM
Looky forward try it in 4.12
Title: Re: Command and Control version 3.031 [4.10]
Post by: milvipes on March 26, 2019, 05:24:03 PM
Neither GCI nor Vector object works in my case. At first I was hoping it was my ineptitude (so it could be fixed), but after reading some of the replies, it appears to a compatibility issue (4,13,4 with Modact 6.4). Bummer!
Is there a more "up-to-date" version of C&C?
Title: Re: Command and Control version 3.031 [4.10]
Post by: Epervier on March 27, 2019, 02:57:23 AM
... but after reading some of the replies, it appears to a compatibility issue (4,13,4 with Modact 6.4). Bummer!
Is there a more "up-to-date" version of C&C?
No !
But have you tested version 409?
Sometimes/often the Imperialists find their happiness in a Rebel version!  :D
https://www.sas1946.com/main/index.php/topic,35826.0.html
Title: Re: Command and Control version 3.031 [4.10]
Post by: milvipes on March 27, 2019, 03:18:32 AM
No !
But have you tested version 409?
Sometimes/often the Imperialists find their happiness in a Rebel version!  :D
https://www.sas1946.com/main/index.php/topic,35826.0.html
GASP! o_O Don't tempt me, I don't have the strongest will.
Title: Re: Command and Control version 3.031 [4.10]
Post by: Epervier on March 27, 2019, 04:32:07 AM
No !
But have you tested version 409?
Sometimes/often the Imperialists find their happiness in a Rebel version!  :D
https://www.sas1946.com/main/index.php/topic,35826.0.html
Don't tempt me, I don't have the strongest will.
I'm not asking you to become a Rebel!
I ask you if you have tested version 409 of this mod in your 413!
Title: Re: Command and Control version 3.031 [4.10]
Post by: milvipes on March 27, 2019, 10:40:34 AM
I'm not asking you to become a Rebel!
I ask you if you have tested version 409 of this mod in your 413!
Downloaded already, haven't tested it thoroughly yet.
However, I do have some questions WRT v3.0x. According to readme:
The Vector object uses the same variables as the GCI(ft) and GCI(m) objects.
Yet according to Cy6's own words:
- Vector object now uses a separate range variable from the GCI object.
Which statement is true. And what are the commands for Vector ranges?
Title: Re: Command and Control version 3.031 [4.10]
Post by: Epervier on March 27, 2019, 01:56:16 PM
You ask yourself too many questions, you're going to have a headache.  8)
There are differences between version 409 and version 410!
There are even fewer options in version 409!
So if in the documentation we wrote that the Vector object uses the same variables as the CGI object it's because that's the way it works!
So with the Vector object use the variables described in the CGI object (GCIRange & GCIVarAlt).
Title: Re: Command and Control version 3.031 [4.10]
Post by: JonRedcorn on June 16, 2019, 08:11:45 PM
I am using this mod with the dgen pack from asuras website, but when using it the text is in russian, I am trying to figure out how to change it back to english. Any ideas?
Title: Re: Command and Control version 3.031 [4.10]
Post by: epicgamer2010 on July 08, 2021, 02:14:02 PM
Sorry for maybe a dumb question but from the ariel refueling object only the KB-29 and A-1 can be used as tankers for ai/player to refuel without connecting to the tanker is there a way for other tankers like the KC-135 ,KA-6, TU-16 tanker, KC-130, etc. if there is a way what do i have to do in order have other tankers to use the Refuel object?
Title: Re: Command and Control version 3.031
Post by: Whiskey_Sierra_972 on July 08, 2021, 02:28:41 PM
Hi!

Sorry to bother....I have build a mission with two objects that have some issue:

1) Dynamic Strike

I discovered that the bomber don't release bombs on target (neither level nor dive) and that fighters from the first waypoint go to the target and then return back and forth between the first waypoint and the target about 3 times before go to the second (landing) waypoint....

2) BOX

I discovered that the flak burst start at the mission start without any regards of their side affliliation and the burst are generated without regards if planes are not in the box area....

Anyone can confirm my discover or post a mission with both object working so I can test how have you placed and setted them please?

My best regards at all!

walter
Title: Re: Command and Control version 3.031 [4.10]
Post by: Epervier on July 08, 2021, 03:05:53 PM
Sorry for maybe a dumb question but from the ariel refueling object only the KB-29 and A-1 can be used as tankers for ai/player to refuel without connecting to the tanker is there a way for other tankers like the KC-135 ,KA-6, TU-16 tanker, KC-130, etc. if there is a way what do i have to do in order have other tankers to use the Refuel object?
If this is not done, the Class of the aircraft concerned must be changed: tanker aircraft and refuelling aircraft.
Title: Re: Command and Control version 3.031 [4.10]
Post by: epicgamer2010 on July 08, 2021, 04:12:15 PM
Sorry for maybe a dumb question but from the ariel refueling object only the KB-29 and A-1 can be used as tankers for ai/player to refuel without connecting to the tanker is there a way for other tankers like the KC-135 ,KA-6, TU-16 tanker, KC-130, etc. if there is a way what do i have to do in order have other tankers to use the Refuel object?
If this is not done, the Class of the aircraft concerned must be changed: tanker aircraft and refuelling aircraft.

edit just found the file 55EC98806868E05E

and here is the line: com/maddox/il2/objects/air/KB_29P
do i replace the KB_29P with KC_135A or KC_135A_Drogue
so it's like : com/maddox/il2/objects/air/KC_135A_Drogue
or can i do this : com/maddox/il2/objects/air/KB_29P com/maddox/il2/objects/air/KC_135A_Drogue

any feedback is great thanks