Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: 4S_Vega on August 16, 2012, 09:58:00 AM

Title: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 16, 2012, 09:58:00 AM
I want to clarify that from now on I will start to release only mods for the 4:12

mods for 4:10 will no longer updates

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NEW!!___COMMAND & CONTROL 1966 MOD!!!_______NEW!!!

You need original C&C mod by CY6!!

put the object into your mission and it will works for your jets with realistic parameters

OBOE: simulate inertial bombing sistem

there are 2 kinds, 1 for A-7 and 1 for F-4, the A-7 type allow better bombing from low altitudes

it guide you to target and tell you when drop bombs

(http://i265.photobucket.com/albums/ii206/Fuzz77/F4E14_zps8efbfb8b.png) (http://s265.photobucket.com/user/Fuzz77/media/F4E14_zps8efbfb8b.png.html)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F4E15_zpsc1d1a133.png) (http://s265.photobucket.com/user/Fuzz77/media/F4E15_zpsc1d1a133.png.html)

i advice to use it with aimpoint object from CY6, so you can attack in formation with your AI

(http://i265.photobucket.com/albums/ii206/Fuzz77/F4OBOE_zps9e59c764.png) (http://s265.photobucket.com/user/Fuzz77/media/F4OBOE_zps9e59c764.png.html)

NAV: It works for all A-7 and F-4 in game, it simulate the inertial navigation sistem and give your position in map

(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4nav_zpsdac82aa3.png) (http://s265.photobucket.com/user/Fuzz77/media/F-4nav_zpsdac82aa3.png.html)

radar AN/APQ-109: it works for all F-4s in game with realistic parameters, you can discover an enemy plane also at 60km but it suffer ground clutter at low altitudes

(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4radar_zpsc51753d3.png) (http://s265.photobucket.com/user/Fuzz77/media/F-4radar_zpsc51753d3.png.html)
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-4radar2_zps084d939c.png) (http://s265.photobucket.com/user/Fuzz77/media/F-4radar2_zps084d939c.png.html)


radar AN/APQ-94, it works for all F-8s in game with realistic parameters

(http://i265.photobucket.com/albums/ii206/Fuzz77/F-8radar_zpsdf733f58.png) (http://s265.photobucket.com/user/Fuzz77/media/F-8radar_zpsdf733f58.png.html)

add to stationary.ini

OBOE(F-4)                        vehicles.stationary.CandCJET$OBOE_F4Unit 2
OBOE(A-7)                        vehicles.stationary.CandCJET$OBOE_A7Unit 2
AN/APQ-109(F-4)                       vehicles.stationary.CandCJET$APQ109Unit 2
AN/APQ-94(F-8)               vehicles.stationary.CandCJET$APQ94Unit 2
NAV(F-4/A-7)         vehicles.stationary.CandCJET$F4_A7NavUnit

download here!!

http://www.mediafire.com/download/3w7x2gtx0die1lo/C%26C_1966_by_4S_Vega.rar
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F-8 CRUSADER UPGRADES NOW ARE HERE!

http://www.sas1946.com/main/index.php/topic,44716.0.html

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NEW!! F-9 Cougar 4.12 Flight Model 04.01.2013!

1) fixed overheat Bug;

2) fixed turn FM;

3) fixed fuel consumption and compressor speed manifold value for realistic cruise speed and combat radius at alt


download here!

http://www.mediafire.com/download/6z792d68tt57qzq/F9_Cougar_FM_by_4S_Vega.rar



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A-4 Skyhawk mod only for 4.10

https://www.mediafire.com/?o5kbsdb1pg5pdu3

4.12 mod has been moved here

http://www.sas1946.com/main/index.php/topic,44783.0.html

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!!!Flight Model for SM_81 by Dreamk!!!!

https://www.mediafire.com/?vj6z5qqlg9k7dam

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Here Huey_Gunship mod, small FM modification and engine code for right top speed, drop files into choppers folders!

beware, this mod don't want to replace the original Free modding files, it is only an alternative way to the original files, if you don't like it replace with standard

however, i can assure that with this mod the human Choppers can reach not more than 215 km/h in level flight, as the history and technical datas tell us

AI are slightly faster at themoment, i will try to fix it

so, don't need glory for that, i make this mod only to respect true specifications


Human version:
http://www.mediafire.com/?by3qsxdxne86cdl

Here same for AI version

http://www.mediafire.com/?9l1nsf3u8qtn8ya

i will make the code for Field_Mod soon

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OV-10 and OV-1, Loadouts mod + international fix (21.01.2013)

http://www.mediafire.com/?ft56n3lenz7wcp3#!
(http://i265.photobucket.com/albums/ii206/Fuzz77/loadouts%20mod/OV10.png)


Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: crazyflak on August 16, 2012, 12:07:52 PM
Question regarding FMs:
are these just "yourself approved" so to speak, or is there some kind of consensus that they are the more globally statifying FMs for each of these jets?

Because if there is such consensus, why not better simply add them to the main buttons as final versions? and if there is not yet consensus then why not better wait more testing for release?

It is just that I am getting increasingly confused about so many FMs circulating for the same planes. Surely there must be some agreement as to which ones are more finished...

I simply need help to decide which FMs of all the ones that have been circulating backstage are the 'finals' (so to speak) for Phantom, Crusader, Mig-19, F-100...  can you help me out with this? You surely know better than me.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 16, 2012, 12:16:47 PM
F-4 FM in package is mine, here i've posted the one that you can download in the F-4 link at freemodding as F-4 FM upgrade #4 :)

same thing for A-7, the stock FM is mine but i've posted here the upgrade that you can already download here and at freemodding

and same for Mig-19

when these 3 planes will reach the final version they will have FM posted here (if i don't modify) :)

the situation for F-8 and F-100 is different

stock FM is not mine and i don't know if the owner of the plane want to use my FM for final release

i've posted the F-100 FM because the stock FM is a bit wrong, in fact it reach 1600 km/h at sea level (maybe have not been edited parameters for supersonic drag in FM file)

F-8 is still an early beta FM, the owner is the same of A-7 (mario) but i don't know what he want to do  :)

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BT~wasted on August 16, 2012, 04:14:24 PM
This way is much more convinient as for me  :) Now I can find all necessary Flight Models in one place.

Only one suggestion: I`ve read that F-100 carried AGM-12s on outter pylons, at least it iseems that I`ve read smth like this.

I hope to see your other mods here soon too :)  ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 16, 2012, 05:06:39 PM
i find this pic with AGM12 in internal Pylon  ;)
(http://i265.photobucket.com/albums/ii206/Fuzz77/f-100d_63054-1.jpg)
we didn' have the pylon under fuselage


and i find another interesting things

Pylon ter for F-100  8)
(http://i265.photobucket.com/albums/ii206/Fuzz77/f-100d_63197.jpg)

and Mk82HD too
(http://i265.photobucket.com/albums/ii206/Fuzz77/f-100d_53765-3.jpg)


i will update them!  :D
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Far77 on August 16, 2012, 11:15:29 PM
Thank you very much, Vega for your work!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: crazyflak on August 17, 2012, 02:29:29 AM
That is the way of doing it! excellent! PHOTOS must speak :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BT~wasted on August 17, 2012, 04:45:08 AM
sorry  :-[ I  will learn my enemies (US jets) better   ;D
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Anto on August 17, 2012, 11:38:33 AM
The F-100 flight model was made by F22-Raptor after discussing it with me. From memory, it is simply a F-86 flight model with a different engine and altered supersonic parameters. I'd predict that Vega's effort is far more accurate than the stand-in it is currently using.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 17, 2012, 07:38:58 PM
 F-100D FM upgrade at first post

changed turn performances and acceleration
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Riptide_One on August 18, 2012, 12:45:36 AM
Regarding the AGM-84A, I tried centering the target ship in my sight and locking on it by keying "B", but that does not work. The missile just crashes into the water short of the ship. Do you have any other suggestions?

Cheers,

Riptide
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 18, 2012, 08:47:11 AM
last upgrade of Mig-19 FM too at first post
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 18, 2012, 10:55:58 AM
Regarding the AGM-84A, I tried centering the target ship in my sight and locking on it by keying "B", but that does not work. The missile just crashes into the water short of the ship. Do you have any other suggestions?

Cheers,

Riptide

strange, i will test and tell you :)

edited, you had to shot them from very far, wich is yous fire distance?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Riptide_One on August 18, 2012, 06:53:18 PM
The first time I fired shortly after receiving firing authorization. All other times, I fired once I had the ship in sight.

Cheers,

Riptide
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Riptide_One on August 19, 2012, 06:43:03 AM
4S_Vega,

After running several anti-ship missions, I think I understand why I had problems initially:

1) It appears to me that the pilot is given 'authorization' to fire before the target is within the harpoon's range. I've gotten authorization at 70 km. I've read that the harpoon's maximum range is 60 km. If the range of the in-game harpoon is indeed 60 km, then the authorization should not be given until within that range.

2) If you fire at a relatively low altitude, 600-700 meters, be selective about the terrain below. If its hilly, wait for the flat lands or until you're overflying sharkville.

3) Fire on the target before you're in visual range. It seems that the harpoon goes through some kind of internal routine before it homes in on the target. Perhaps, harpoons are like a torpedoes in that they have run a short distance before they arm. I noticed that each time I fired a successful harpoon, it would fly straight at first and then make a slight turn to home in on the target ship.

When I fired a harpoon at close range, it usually fell just short of the target. The one time I scored a hit at close range, I think could have been an accident.

In any case, I can harpoon ships now.

Cheers,

Riptide
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 20, 2012, 07:13:10 AM
upgrade F-100 loadouts at first post
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 22, 2012, 07:18:01 AM
ADDED NEW A-7D VERSION IN OWN SLOT WITH NEW FLIGHT MODEL AND WEAPONS COMBOS!

added ultimate A-7B loadouts mod too!

all at first post or at freemodding

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Gaston on August 22, 2012, 01:21:22 PM
Thanks Vega !

On my side, I have a strange bug with your new loadout mod for the F-100D. When I install it, my F-100 becomes a kind of strange plane, like if it has new "canard winged" plane (like a Viggen, for wexample...). When disinstalling your mod, everything reverts to normal again. Anybody else with this bug ?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 22, 2012, 02:02:37 PM
Thanks Vega !

On my side, I have a strange bug with your new loadout mod for the F-100D. When I install it, my F-100 becomes a kind of strange plane, like if it has new "canard winged" plane (like a Viggen, for wexample...). When disinstalling your mod, everything reverts to normal again. Anybody else with this bug ?

i've any kind of strange behaviour

are you talking about plane in default configuration or with weapons?

if you have installed my last FM the plane have a moderate tendency to enlarge the turn with the tail.

This is designed to provide greater maneuverability up to 700 km / h ..... over the phenomenon does not occur

so....with heavy loadouts the plane can have an high in crease of AOA at low speed with an hight lost of energy

this is normal....are you talking about it?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Gaston on August 22, 2012, 03:29:25 PM
No, Vega. I talk about a visual bug.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on August 22, 2012, 04:31:24 PM
ah ok.....i understood bad

i don't have this kind of issue

are there other user with the same problem?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: sphantom on August 22, 2012, 04:53:57 PM
would love to download these updates but where I am at media fire do not work right any chance to get another site to download these like right off the sas site or mft.
                                         Thanks
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: max_thehitman on August 22, 2012, 06:06:30 PM


Thank you for all your hard work Vega! These are superb!
It is hard to keep track of everything that is being done to this game these days, with
so much being done by so many great people like you. THANK YOU so much for sharing
your art with us!!  8)
Keep up the good times!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on August 23, 2012, 01:30:14 PM
ah ok.....i understood bad

i don't have this kind of issue

are there other user with the same problem?


I got the same visual issue: the wingLmidD0 and wingRmidD0 are in a wrong position (updown and farward higher) resembling canard configuration , all loadout are correct anyway.

But if I replace the new wing section with the old the wings are correct but the new loadouts are incorrect....

Maybe you have used the old wings and not the new mapped one?

If you like we can speak in italian by PM so we can correct the issue understanding better....

At soon!

walter
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Gaston on August 23, 2012, 01:53:44 PM
Yes, walter ! this is exactly the bug I talk about ! sorry for my poor english...
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on August 23, 2012, 01:57:16 PM
No problem mate because your english is quite good anyway!!!

I bet that solution is behind the corner!!!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 04, 2012, 06:49:47 AM
i'm working on F-4 loadouts too

(http://i265.photobucket.com/albums/ii206/Fuzz77/F4E/F4DZuni.png)

it will arrive in few days ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 04, 2012, 03:04:56 PM
Yes, walter ! this is exactly the bug I talk about ! sorry for my poor english...

Look at the F-100 tread....Birdman have fixed the midwing issue....

i'm working on F-4 loadouts too
....
it will arrive in few days ;)

G R E A T !

Happy to see that you came back full of modding power!!!

All the best!

walter
Title: F-100 wing 3D bug fix
Post by: Birdman on September 04, 2012, 04:15:23 PM
Yes, walter ! this is exactly the bug I talk about ! sorry for my poor english...

Look at the F-100 tread....Birdman have fixed the midwing issue....

All the best!

walter

OK, here is that fix attached with my other fixes included ( http://www.sas1946.com/main/index.php/topic,25957.msg270615.html#msg270615 ) all in one easy-to-install package. If you haven't renamed 000_F100D and Mk83_fix folders, then just unpack into your mod folder and let it replace files, and your F-100 should look OK again with these loadouts working. If you have changed the folder names, then unpack contents of 000_F100D folder in my fix to your renamed F-100 mod folder and neglect the Mk83_fix if you already have it. Please note that this is only for users of 4S_Vega's loadout mod.

4S_Vega's screenshots don't have that wing hole and canard wing bug, so maybe there is some packing error in original mod so that the correct midwings are not included and some old ones are (in a bit odd folder structure). Anyway, loadouts seem to work OK with this fix, so the bug is fixed.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 04, 2012, 11:52:52 PM
Thanks mate!

Your fixes are really prizeless!!!

All the best!

walter
Title: Re: F-100 wing 3D bug fix
Post by: 4S_Vega on September 05, 2012, 02:18:57 AM
Yes, walter ! this is exactly the bug I talk about ! sorry for my poor english...

Look at the F-100 tread....Birdman have fixed the midwing issue....

All the best!

walter

OK, here is that fix attached with my other fixes included ( http://www.sas1946.com/main/index.php/topic,25957.msg270615.html#msg270615 ) all in one easy-to-install package. If you haven't renamed 000_F100D and Mk83_fix folders, then just unpack into your mod folder and let it replace files, and your F-100 should look OK again with these loadouts working. If you have changed the folder names, then unpack contents of 000_F100D folder in my fix to your renamed F-100 mod folder and neglect the Mk83_fix if you already have it. Please note that this is only for users of 4S_Vega's loadout mod.

4S_Vega's screenshots don't have that wing hole and canard wing bug, so maybe there is some packing error in original mod so that the correct midwings are not included and some old ones are (in a bit odd folder structure). Anyway, loadouts seem to work OK with this fix, so the bug is fixed.

i didn't work on the F-100 Pack in WIP section but on an early alpha pack 
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: cgagan on September 05, 2012, 02:36:01 AM
Thanks mate!

Your fixes are really prizeless!!!

All the best!

walter
+1!!!!  8)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 05, 2012, 11:39:01 AM
Yes, walter ! this is exactly the bug I talk about ! sorry for my poor english...

Look at the F-100 tread....Birdman have fixed the midwing issue....

All the best!

walter

OK, here is that fix attached with my other fixes included ( http://www.sas1946.com/main/index.php/topic,25957.msg270615.html#msg270615 ) all in one easy-to-install package. If you haven't renamed 000_F100D and Mk83_fix folders, then just unpack into your mod folder and let it replace files, and your F-100 should look OK again with these loadouts working. If you have changed the folder names, then unpack contents of 000_F100D folder in my fix to your renamed F-100 mod folder and neglect the Mk83_fix if you already have it. Please note that this is only for users of 4S_Vega's loadout mod.

4S_Vega's screenshots don't have that wing hole and canard wing bug, so maybe there is some packing error in original mod so that the correct midwings are not included and some old ones are (in a bit odd folder structure). Anyway, loadouts seem to work OK with this fix, so the bug is fixed.

i didn't work on the F-100 Pack in WIP section but on an early alpha pack 


You should use the WIP one because is the last update available!

If you 'll d/l it you should add:

- the wing slot (from the 1st post);
- the gear fix (from the 2nd post);
- the gun fix (from the 2nd post);
- your last weapon loadout update;
- the Birdman fixes (from this topic post 28).

And you'll got the final and wonderful result of the effort of all great mods maker involved in this amazing plane modding!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 05, 2012, 11:49:53 AM
BTW

About loadout suggestion....I was reading the Osprey book about the F-8 Crusader units in the Vietnam War and I discover that a really common loadout for the bird was the ZUNI rocket loaded in the AAM rails for flack suppression mission (IRL they used a single shoot pod each rail) and the 2000lb bomb to blaster jungle areas for realize an ad-hod landing zone for SAR heli....

I think that since IIRC in the game we have only multi ZUNI rocket pod you can add a couple of it in the lower AAM rail and still keep a couple of AAM in the uppers....

Other loadouts are possible in the wing pylons so if you need the Osprey book for futher refernce ....or simply you glad have it.... please PM!

In the meantime....ALL THE BEST....and....THANKS FOR ALL YOUR WORKS ! ! ! ! ! ! ! !

walter
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 05, 2012, 12:13:14 PM
yes, i've in program to mod the F-8 too with Zuni ;)

first i had to finish F-4 mods!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 05, 2012, 05:02:37 PM
ok, new mod pack for F-100D at first post!

it contain

1) my loadouts mod
2) my flight model
3) Birdman hotfix
4) readme for plane_ru

it works with the F-100 pack in WIP section
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: farang65 on September 05, 2012, 08:15:36 PM
Hi Vega,

This is very incredibly cool.   ;D :D ;)

Thanks greatly for all of your hard work  :D ;)

Cheers

Kirby
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 06, 2012, 06:26:54 AM
A-7A?

is the only version that i never touch.....what you mean? :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on September 06, 2012, 06:33:35 AM
The one where you said    drop it into original Mario's A7pack
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 06, 2012, 07:50:02 AM
 you mean A-7D version!

you had to drop all the files contained in the rar file into the original Mario71 A-7 pack
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 06, 2012, 12:25:33 PM
WIP on F-4 Phantom!
Agm-12 on F-4D

(http://i265.photobucket.com/albums/ii206/Fuzz77/F4E/F4DAGM12.png)


F-4E with typical bomb loadout (used expecially to support F-4G in Wild Weasel missions)

(http://i265.photobucket.com/albums/ii206/Fuzz77/F4E/F4EWildweasel.png)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 06, 2012, 12:48:41 PM
Sory to bother but I read that F4 mainly use the Sidewinder and in later stage of the conflict don't even load the Sparrow because all interception must be confirmed by visual identification making the long legs missiles useless....can you consider to add such later configuration too....

All the best!

walter
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: razor1uk on September 15, 2012, 10:53:36 AM
Seconding Walters suggestion - maybe not all loadouts need a version without the Sparrows, since if/when they were carried, it'd be more for CAP/defencive roles... could be made dependant upon Phantom (II) model year to make easier perhaps - assuming (erronously?) that earlier 'bricks' were used for training stations/squadrons, spares and/or home defence/national (../state) guards.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 17, 2012, 08:35:45 AM
sorry if I am no longer updating my mods

soon will come new packages containing both the fm that loadouts

the next mods will not be separated (flight models and loadouts) because Wasted and S3 have written a new code that affects the flight model and this code is contained into the same javaclass file of loadouts

so.....with the next step of FM we can say that we have achieved an excellent level of realism

1) planes will reach their maximum service ceiling and it will be impossible to go over in level flight

2) supersonic parameters will be more realistic

3) planes performances without AB will be fixed (so non supercruise anymore for F-4 Phantom ;))

the new files contain also new features that will work with next step of AircreftHotkeyEngine files (example, level stabilizers for fastJets to simulate early autopilot)

maybe tomorrow i will release the F-100 ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Ectoflyer on September 18, 2012, 03:08:28 AM
these are great mods vega! thank you very much

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 18, 2012, 04:31:08 AM
Hi Vega, thank you for your incredible work. Our flies are more realistic now. But I have a problem with one of your loadout. The loadout of the OV-10 Bronco. When I put it on the file of the plane and launch the game, I can't select the aircraft and I can't see it and the advanced setup.

I don't know where is the problem.
 
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 18, 2012, 05:00:55 AM
Hi Vega, thank you for your incredible work. Our flies are more realistic now. But I have a problem with one of your loadout. The loadout of the OV-10 Bronco. When I put it on the file of the plane and launch the game, I can't select the aircraft and I can't see it and the advanced setup.

I don't know where is the problem.

OV-10 works only if you select USA country, this behaviour is from original mod
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 18, 2012, 05:54:01 AM
Yes I know but I downloaded an international fix here: http://www.sas1946.com/main/index.php/topic,21464.msg233219.html#msg233219 (http://www.sas1946.com/main/index.php/topic,21464.msg233219.html#msg233219)

And without your new loadout I can fly the OV-10 with all the country. Do you think you can make your new loadout to work with all nations ?

Thank you for your help Vega. :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 18, 2012, 08:07:47 AM
Yes I know but I downloaded an international fix here: http://www.sas1946.com/main/index.php/topic,21464.msg233219.html#msg233219 (http://www.sas1946.com/main/index.php/topic,21464.msg233219.html#msg233219)

And without your new loadout I can fly the OV-10 with all the country. Do you think you can make your new loadout to work with all nations ?

Thank you for your help Vega. :)

oh, i didn't' know that Hoitfix :)

tell me if my loadouts mod work with the Hotfix, if it doesn't work i will upgrade my mod with the Hotfix ;)

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 18, 2012, 08:36:19 AM
No, your loadout mod for the OV-10 don't work with the Hotfix ( it work only with USA ), this is why I'm wondering where the problem could come. But I think we found the answer :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 18, 2012, 08:44:23 AM
No, your loadout mod for the OV-10 don't work with the Hotfix ( it work only with USA ), this is why I'm wondering where the problem could come. But I think we found the answer :)

ok, surely the Hotfix is contained in the same javaclass file used for loadouts

i will extend loadouts mod in Hotfix file, but give me a bit of time....i'm very busy with RL and other mods now ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 18, 2012, 08:50:18 AM
Don't worry Vega, take your time. We have all the life before us :D
And your mods are very good so no problem ;)

Thank you and have a nice day.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 18, 2012, 06:05:35 PM
tomorrow i will update new F-8 Crusader

all versions will have the FM with new Javacode (very fun!)

F-8E will have a small loadouts mod too with Zuni rockets and new bombs

(special tnx to Walter Solito for ideas and books!)

(http://i265.photobucket.com/albums/ii206/Fuzz77/F-8%20ZUNI_zps76610ff8.png)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 19, 2012, 03:39:37 AM
New F-8 crusader at first post!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 19, 2012, 03:46:48 AM
Quote
New F-8 crusader at first post!

Thank you !!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 19, 2012, 04:25:48 AM
pylons for zuni will be replaced soon by true twin tube for Zuni ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 19, 2012, 04:34:02 AM
Very nice. And now we have three positions for the flaps :) It's better to take off !!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 19, 2012, 12:49:09 PM
Thanks to all mates for all your work and effort to keep jet age planes always at the state of the art!!!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 23, 2012, 06:04:04 PM
new upgrades at first post!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Far77 on September 23, 2012, 08:02:40 PM
Many thanks for the upgrade, Vega!

I enjoy your FM especially!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 27, 2012, 05:20:29 AM
very important modify for F4 maybe tomorrow

also other upgrades for remaining jets and finally Mig-19
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 27, 2012, 05:45:19 AM
Hi Vega. What's your new modifications for the F4 ?

Have a nice day.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 27, 2012, 07:11:38 AM
Hi Vega. What's your new modifications for the F4 ?

Have a nice day.

the main news is the new engine code

and other things ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 28, 2012, 03:26:19 AM
Many news at first post!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 28, 2012, 04:10:35 AM
Whoua !!! Great job Vega !!! I will try your new mod in the day :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Crash_MX06 on September 28, 2012, 05:04:14 AM
Link to OV-10 Bronco ?  ::)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on September 28, 2012, 05:12:07 AM
hi I have a problem with the new packs I got 20% CTD crash, I don't know what did I wrong...

I have DBW 1.71  (4.101)
the problem is with the phantom pack....
Please help if you can.

Thanks
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 28, 2012, 05:42:35 AM
hi I have a problem with the new packs I got 20% CTD crash, I don't know what did I wrong...

I have DBW 1.71  (4.101)
the problem is with the phantom pack....
Please help if you can.

Thanks

hAve you dropped it into DBW?

Link to OV-10 Bronco ?  ::)

at first post, works fine
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on September 28, 2012, 05:46:33 AM
yes I dropped it and I overwrited the previous updated Phantom pack.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 28, 2012, 05:48:08 AM
mmm....if someone have the same issue please tell it here
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on September 28, 2012, 05:52:48 AM
your previous updates and the other packs are working fine, maybe you left something out, or I should download an other mod for it...

Is there any other mod that neccesary for this?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 28, 2012, 07:08:52 AM
stock F-4 mod

but i had to understand if it is a problem only for you or if other users have the same
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Hangman on September 28, 2012, 07:21:32 AM
Mad is not only one I have sam problem too
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: NS~mati140 on September 28, 2012, 07:33:40 AM
Same issue here, log says some bombsight classfile is missing.

Code: [Select]
[28.09.2012 13:30:26] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GT 240/PCI/SSE2
  Version: 3.3.0
  Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

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

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

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
Spawn.get( com.maddox.il2.objects.air.F_4B ): com.maddox.il2.objects.air.CockpitF_4_Bombardier
java.lang.NoClassDefFoundError: com.maddox.il2.objects.air.CockpitF_4_Bombardier
at com.maddox.il2.objects.air.F_4B.class$(F_4B.java:554)
at com.maddox.il2.objects.air.F_4B.<clinit>(F_4B.java:561)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:165)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 28, 2012, 07:48:14 AM
ok, perfect

i forget the CockpitF4Bombardier classfile

i delete link and will update new files this evening
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: NS~mati140 on September 28, 2012, 08:21:03 AM
Myabe you could just upload that classfile somewhere, cause my game is personally dead now... :P PLZ?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 28, 2012, 08:26:45 AM
Myabe you could just upload that classfile somewhere, cause my game is personally dead now... :P PLZ?

simply reinstall F-4 ;)

cannot update any file till this evening, i'm not at home
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: NS~mati140 on September 28, 2012, 10:29:34 AM
Myabe you could just upload that classfile somewhere, cause my game is personally dead now... :P PLZ?

simply reinstall F-4 ;)

cannot update any file till this evening, i'm not at home

Rgr
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 28, 2012, 06:37:08 PM
insert new file ;)

fixed link at first page
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: The_Alaska_Man on September 28, 2012, 07:23:47 PM
I get a 30% mission loading CTD with the new phantom pack
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Freelansir on September 28, 2012, 09:09:06 PM
I get a 30% mission loading CTD with the new phantom pack

Me too.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Far77 on September 28, 2012, 10:31:34 PM
Many thanks for these updates, Vega!
All works nice with exception of Phantom (in DBW 1.71).
The game loads OK, but when choosing Phantom to play in QMB, then appear:
 Instruktstyya po adresu "0x5f22530e" obratilas' k pamyati po adresu  "0x0000051c".
Pamyat' ne mozhet byt' "read". (I guess you can read this, if not, let me know...)

AI-Phantom fly OK. (and before the update I can fly Phantom)

I can add that I like your new FMs which I tested.
At what position of engine's thrust lever (100%?) an afterburner commences to work? Or it is gradually?







Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: TeamFlyingAce162 on September 28, 2012, 11:22:33 PM
I get a 30% mission loading CTD with the new phantom pack

Me too.

Third that. I also get a 30% QMB CTD w/the F-4s.

The other packs work great though! I especially like the new MiG-19 FM!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 29, 2012, 04:52:55 AM
Hi Vega, I have a problem with your new Mig 19 FM. I installed it and now the cockpit opens strangely. And when I switched the rudder on the left , the nose of the aircraft up, and when I switched to the right, the nose down and the whell sinks into the ground.

Like this with the rudder switched on the left.

(http://i38.servimg.com/u/f38/11/58/75/36/29_0910.jpg) (http://www.servimg.com/image_preview.php?i=297&u=11587536)

Thank you for your job :) Good luck.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: NS~mati140 on September 29, 2012, 05:14:04 AM
I get a 30% mission loading CTD with the new phantom pack

Me too.

Third that. I also get a 30% QMB CTD w/the F-4s.

The other packs work great though! I especially like the new MiG-19 FM!

Same here. At least game starts now.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 29, 2012, 05:50:41 AM
can anyone post here the log please?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 29, 2012, 06:07:50 AM
OK, TRY THE NEW LINK AT FIRST POST
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: NS~mati140 on September 29, 2012, 06:10:44 AM
can anyone post here the log please?
Code: [Select]
Loading mission Quick/Kuban/KubanBlueArmor00.mis...
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

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

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *683932936*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
sFMDir = f4e
s1 = flightmodels/jets.emd
s = FlightModels/Jets:F4E.emd
m_lastFMFile = gui/game/buttons
getting fm file f4e
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/CockpitF_4_Bombardier$Interpolater
at com.maddox.il2.objects.air.CockpitF_4_Bombardier.<init>(CockpitF_4_Bombardier.java:193)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2973)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2450)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
at com.maddox.il2.game.Mission._load(Mission.java:455)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

bombardier again

I also confirm issue with MiG-19 - canopy opens in wrong direction and using rudder on the groudn results in lowering and rising front gear instead of turning it.


EDIT:

I put in last files and now F-4 crashes game at 100% mission loading not 30%

Code: [Select]
Loading mission Quick/Kuban/KubanBlueAirbase00.mis...
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

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

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *684195080*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
sFMDir = f4e
s1 = flightmodels/jets.emd
s = FlightModels/Jets:F4E.emd
m_lastFMFile = gui/game/buttons
getting fm file f4e
sFMDir = mig19
s1 = flightmodels/tumansky.emd
s = FlightModels/Tumansky:MIG19.emd
m_lastFMFile = f4e
getting fm file mig19
Mission: Quick/Kuban/KubanBlueAirbase00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCGreen1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearLRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearRRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearCRed1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp03'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp04'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_MachLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CabinLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampV'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLampIn'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_ReviTint'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearEin'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearAus'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapEin'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FlapAus'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Columnbutton2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_PedalStrut'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelLeverR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TailTrim'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_AmmoCounter2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Speedometer2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Altimeter2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Second1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_TurnBank3'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPML'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_RPMR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Compass2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasPressureR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GasTempR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureL'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OilPressureR'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainV'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_FuelRemainIn'
INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
java.lang.NoSuchFieldError: fSightCurForwardAngle
at com.maddox.il2.objects.air.CockpitF_4_Bombardier$Interpolater.tick(CockpitF_4_Bombardier.java:27)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 29, 2012, 06:18:31 AM
Quote
I also confirm issue with MiG-19 - canopy opens in wrong direction and using rudder on the groudn results in lowering and rising front gear instead of turning it.

So I'm not alone for the Mig-19.  ;D ;D At first I thought I having not properly install the mod.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 29, 2012, 06:35:18 AM
TRY THE NEW LINK
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 29, 2012, 06:46:52 AM
OK, I'VE POSTED JUST NOW A LINK WITH ALL CLASSFILES IN MY F-4 PACK EXCEPT 3DO

TRY IT
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on September 29, 2012, 07:13:40 AM
and what about the mig 19 i have that problem too.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Kant on September 29, 2012, 07:24:44 AM
I think that it is not necessary to lean so on Vega it and so for the sake of us why to hurry the person!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 29, 2012, 07:53:33 AM
Vega, first sorry if I offended you with my Mig-19 problem, it was not my attention. I'm a big fan of your work, and it's very nice that guy like you exist in the Il-2 world. :)

I tried your new link with the F-4 mod. It's nice, all work for me. The F-4 with his 4 AGM12 is amazing !! And the bomber view of the E version is nice. Just a little detail. When the engines are at 0%, the right engine have a little blue flame with smoke but not the left.

Thank you again and sorry again if I offended you. 

Have a nice day my friend.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Far77 on September 29, 2012, 08:17:18 AM
Many thanks, Vega! Now Phantom works! Thank you!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 29, 2012, 09:23:19 AM
Vega, first sorry if I offended you with my Mig-19 problem, it was not my attention. I'm a big fan of your work, and it's very nice that guy like you exist in the Il-2 world. :)

I tried your new link with the F-4 mod. It's nice, all work for me. The F-4 with his 4 AGM12 is amazing !! And the bomber view of the E version is nice. Just a little detail. When the engines are at 0%, the right engine have a little blue flame with smoke but not the left.

Thank you again and sorry again if I offended you. 

Have a nice day my friend.

i do not offend, i need your feedback ;)



BOMBSIGHT WORKS IN ALL VARIANTS? B,D,E ANDJ?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 29, 2012, 12:05:00 PM
I don't know. I try the bombsight just with the J version and all worked fine. I'm not at home now so I can't tell you for the other version.
Maybe tomorrow.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on September 29, 2012, 02:06:58 PM
the bombsights are working on all the F-4 variants, I tried them!

 ;D
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 29, 2012, 04:15:30 PM
Good news :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 30, 2012, 07:19:50 AM
Hi mate!

I tested last night latest release and I noticed the in the Crusader maybe still needed a little work on ZUNI launchers because the rocket are little bigger than tubes....

(http://i614.photobucket.com/albums/tt222/waltersolito/3009201211-22-24.jpg)

About the MiG 19 I also had the canopy working like a clamshell as posted before and I got this lines about in the log:

Mission: QuickQMBPro/Korea_Summer/Korea_SummerRedScramble00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Cockpit1_D0'
Time overflow (0): speed 0.19633508
INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot2_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'HMask2_D0'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC7_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC8_D0'
java.lang.RuntimeException: unknown exception in clouds
   at com.maddox.il2.engine.EffClouds.PreRender(Native Method)
   at com.maddox.il2.engine.EffClouds.preRender(EffClouds.java:93)
   at com.maddox.il2.game.Main3D.doPreRender3D(Main3D.java:2874)
   at com.maddox.il2.game.Main3D.access$1500(Main3D.java:43)
   at com.maddox.il2.game.Main3D$Render3D0.preRender(Main3D.java:892)
   at com.maddox.il2.engine.Renders.doPaint(Renders.java:392)
   at com.maddox.il2.engine.Renders.paint(Renders.java:307)
   at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
   at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
   at com.maddox.il2.game.Main.exec(Main.java:437)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: HierMesh: Can't find chunk 'Blister2_D0'



Another little thing is if can be possible update also the OV-1 loadout....

All the best!

walter
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 30, 2012, 08:20:15 AM
Mig-19 upgrade at first post

download it and tell me if you have the same issue with canopy
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 30, 2012, 09:31:13 AM
I see no difference. Always the canopy problem and the rudder problem.  Maybe you want my log ? 
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on September 30, 2012, 09:44:04 AM
yes the canopy opening problem is still in effect.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 30, 2012, 12:25:44 PM
rudder at takeoff is not a problem, also the standard 19 make it

about canopy i don't know what happen, in my pc works fine

plane starts with canopy open?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 30, 2012, 12:27:26 PM
No , with canopy closed....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on September 30, 2012, 12:43:43 PM
its opening the wrong way, hmm how can i tell you.....

so
imagine the canopy it has a fore side wich is near the nose of the plane, andt it has a back side which is closer to te tail Is that right?

so


when you open the canopy the back side of the canopy is moving down......

so the turning axle of the canopy is moved to the fore side of it, I hope you understand it, But one of us already posted a picture about that.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on September 30, 2012, 01:31:00 PM
its opening the wrong way, hmm how can i tell you.....

so
imagine the canopy it has a fore side wich is near the nose of the plane, andt it has a back side which is closer to te tail Is that right?

so


when you open the canopy the back side of the canopy is moving down......

so the turning axle of the canopy is moved to the fore side of it, I hope you understand it, But one of us already posted a picture about that.

can you post a screenshot?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on September 30, 2012, 01:35:46 PM
On page 7, I have posted a screenshot with the strange canopy open.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on September 30, 2012, 02:43:49 PM
Still canopy wrong opening and about the same log errors....

INTERNAL ERROR: HierMesh: Can't find chunk 'Cockpit1_D0'
java.lang.RuntimeException: unknown exception in clouds
   at com.maddox.il2.engine.EffClouds.PreRender(Native Method)
   at com.maddox.il2.engine.EffClouds.preRender(EffClouds.java:93)
   at com.maddox.il2.game.Main3D.doPreRender3D(Main3D.java:2874)
   at com.maddox.il2.game.Main3D.access$1500(Main3D.java:43)
   at com.maddox.il2.game.Main3D$Render3D0.preRender(Main3D.java:892)
   at com.maddox.il2.engine.Renders.doPaint(Renders.java:392)
   at com.maddox.il2.engine.Renders.paint(Renders.java:307)
   at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
   at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
   at com.maddox.il2.game.Main.exec(Main.java:437)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot2_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'HMask2_D0'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC7_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC8_D0'
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 01, 2012, 05:40:44 AM
i have the same issue too

i think that is a problem of stock Mig-19 because i have not touch 3d
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on October 01, 2012, 06:48:06 AM
the stock's canopy opened correctly, I remember that, and before your last update it worked fine
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 01, 2012, 07:09:51 AM
mmm

ok.....i will check
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 02, 2012, 11:02:00 AM
Excuse me Vega,
can you tell me if your F-4 upgrade is for either S3's more recent Phantom or for the BT Milan's older one? 
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 02, 2012, 02:54:37 PM
only for DBW 1.71
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 02, 2012, 03:04:45 PM
Quote
only for DBW 1.71
What does it mean? No stock F-4 in DBW 1.71, only the two mods I said...
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 02, 2012, 03:17:42 PM
it works only with Jet era 1.2
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 02, 2012, 04:17:35 PM
Mmmm I suppose you mean S3's one... I've just noticed that the Milan's one is for UP only. Is it right?  ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: RedSpade on October 02, 2012, 08:18:50 PM
I have a stupid question.  The new F-4 Phantom II.rar file is this a throw away the old and replace with the new or is it an install over the original and allow to overwrite files.  Please advise.  Thanks.  I love your work.  It brings me great joy.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: gbollin on October 03, 2012, 12:24:53 AM
I replaced file 95C934F0872760F2 and file 47FE11DE4C6527B8 in the Mig19 folder
with the same files from the origional Mig19 Mod. The size of the later files were greater than the
origionals. Once I did that the Mig19 canopy worked fine. I do not Know how much replaceing these
files will effect this mod.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BaronFel181 on October 03, 2012, 12:35:55 AM
When I fly in the F-100D vs. the MiG-19S in FMB in DBW 1.71, I don't end up in the cockpit of the F-100. I have no airplane. All I see is a MiG-19 on the ground, landing gear deployed (even though it's supposed to be flying), all pink colored (no skin). I'd post some screen shots, but don't know how. Things work fine when I fly the MiG-19 vs. the F-100 in FMB, and when I fly either jet against the other in QMB. Does anyone else have this problem? I have yet to determine if I have a mod conflict, as I have a lot of other mods installed.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 03, 2012, 02:45:29 AM

 I do not Know how much replaceing these
files will effect this mod.

yes, you have delete the file that contain new engine code, the plane will do not have anymore the right afterburner trust
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BT~wasted on October 03, 2012, 04:00:17 AM
I replaced file 95C934F0872760F2 and file 47FE11DE4C6527B8 in the Mig19 folder
with the same files from the origional Mig19 Mod. The size of the later files were greater than the
origionals. Once I did that the Mig19 canopy worked fine. I do not Know how much replaceing these
files will effect this mod.

Believe me that will affect alot!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: gbollin on October 03, 2012, 06:18:27 AM
I figured as much so I will put them back. I found that the file containing the canopy issue is
95C934F0872760F2 . Also with this file running you get 2 canopy comming off the plane when you eject.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 03, 2012, 08:07:03 AM
I figured as much so I will put them back. I found that the file containing the canopy issue is
95C934F0872760F2 . Also with this file running you get 2 canopy comming off the plane when you eject.

for now the choice is 1

or right plane performances or right open canopy  :D

i assure you that i will fix it ;)

When I fly in the F-100D vs. the MiG-19S in FMB in DBW 1.71, I don't end up in the cockpit of the F-100. I have no airplane. All I see is a MiG-19 on the ground, landing gear deployed (even though it's supposed to be flying), all pink colored (no skin). I'd post some screen shots, but don't know how. Things work fine when I fly the MiG-19 vs. the F-100 in FMB, and when I fly either jet against the other in QMB. Does anyone else have this problem? I have yet to determine if I have a mod conflict, as I have a lot of other mods installed.

i don't know, maybe there are some conflicts in your files

first time that i read about that, i think noone has the same problem

can you post the log?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BaronFel181 on October 03, 2012, 01:23:06 PM
This is for my attempt to fly the F-100 against the MiG-19.


Code: [Select]
Loading mission sinai use.mis...
Loaded camouflage: DESERT
Loading map.ini defined airfields:
Load bridges
Load static objects
sFMDir = mig19
s1 = flightmodels/tumansky.emd
s = FlightModels/Tumansky:MIG19.emd
m_lastFMFile = gui/game/buttons
getting fm file mig19
Mission error, ID_04: java.lang.RuntimeException: Weapon set 'default' not registered in air.Mig_19S
java.lang.RuntimeException: Weapon set 'default' not registered in air.Mig_19S
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2794)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2447)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
at com.maddox.il2.game.Mission._load(Mission.java:455)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: sinai use.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC7_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC8_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot2_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'HMask2_D0'
WARNING: Bad water if MapRID == 0
Loaded camouflage: DESERT
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
WARNING: * Buf1 : Obj: 56,  Vert 18412,  Ind 47202
WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
Load bridges
Load static objects
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/Aluminium .bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/EC_1-3_Navarre_3-10.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/EC_2-3_Champagne_3-JH.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/EC_3-11_Corse_11-RH.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/F-100D-RDAF.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/F-100D_309th_TFS.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/F-100D_416th_TFS_37th_TFW_USAF.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/FW-024.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/FW-801.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/FW-934.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/G-244.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/IDF 830.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/IDF NM.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/shiny_blank.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/VP-320.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-100D/VZ-331.bmp height=1024 width=1024 bpp=8
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-100D/IDF NM.bmp s1=3DO/Plane/F-100D(Multi1)/summer s2=PaintSchemes/Cache/3409355076996012319
[03.10.2012 19:20:05] -------------- END log session -------------
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 03, 2012, 01:49:20 PM
I've just tried some of these new planes in a built-on-purpose quick mission. I liked very much especially the new jet smoke: very realistic now!!
The smoke wake of previous jet planes (stock DBW as F-86, Mig-15, etc.) is quite similar to smoke of hitted planes, i.e. is slower than plane's speed so seems to be more like "left behind" than "shot out" from the jet engine instead.

However I tried to fly as FAC on the OV-10, but I can't make the F-4 attack the marked target. When I shot the marker rockets the F-4 answered, but didn't go on the attack run. What about that? How could I manage to correctly direct the CAS on the marked target??
Thx in advance for any help.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 03, 2012, 05:23:57 PM
depends by weapons that you have on planes

usually F-4s drop bombs well seem to me

btw, is a behaviour determined by EngineHotkeys files
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Checkyersix on October 03, 2012, 06:34:06 PM
Smoke markers need to hit within 100m of a designated target for the fighters to attack it. There might also be a bug there single planes don't attack marked targets, so I would try using at least two F-4's per flight.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 04, 2012, 02:33:24 PM
upgrades for F-4 and F-8 at first post

solved F-4 AI engage fighter issue and code upgrade

only code upgrade for F-8
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on October 04, 2012, 04:08:19 PM
Appreciate ya Vega.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Riptide_One on October 04, 2012, 09:07:02 PM
Vega,

Thanks for the F-4 update. I am sorry to report that the bombsight works on all versions except the F-4E.

Cheers,

Riptide
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 05, 2012, 04:46:13 AM
maybe you mean F4D

really it have too

you had only to press 2 times C key

my fault, i will fix it in the next update ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Riptide_One on October 05, 2012, 05:31:43 AM
Vega,

No, I can't get the bombsight to work on the F4E, no matter how many times I press 'C'.

I observe that the F4D model requires two hits on 'C' to get the bombsight view.

Cheers,

Riptide
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 05, 2012, 08:16:17 AM
Vega,

No, I can't get the bombsight to work on the F4E, no matter how many times I press 'C'.

I observe that the F4D model requires two hits on 'C' to get the bombsight view.

Cheers,

Riptide

mmm....very strange

who have the same problem?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 05, 2012, 11:30:21 AM
Does someone know how to change bomb type next to drop? I've seen the control key "weapon system toggle" but seems not working. In this way I can't choose the dropping weapon to drop for first so it's annoying a little about jet-era planes which carry a lot of different weapons, each one for different purposes.
I don't want to waste either an iron bomb when I need napalm for the job or vice-versa.   
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BaronFel181 on October 07, 2012, 03:42:51 PM
When I fly in the F-100D vs. the MiG-19S in FMB in DBW 1.71, I don't end up in the cockpit of the F-100. I have no airplane. All I see is a MiG-19 on the ground, landing gear deployed (even though it's supposed to be flying), all pink colored (no skin). I'd post some screen shots, but don't know how. Things work fine when I fly the MiG-19 vs. the F-100 in FMB, and when I fly either jet against the other in QMB. Does anyone else have this problem? I have yet to determine if I have a mod conflict, as I have a lot of other mods installed.

So, I just tried the MiG-19 and F-100 on a clean install of DBW 1.71 and I get pretty much the same problem. But, now I can't fly the MiG-19 against ANY aircraft in FMB. I get the message "Mission loading failed: null". Also, when fighting against the MiG in ANY aircraft in FMB, I get the same problem that I described for the F-100. No cockpit, pink, grounded MiG (well now most of the MiG is sunken into the ground). So, the problem seems to be with the MiG-19. I really love flying these aircraft, especially against each other. I'd greatly appreciate any help. Thanks!

Edit: Everything still works fine with either the MiG-19 or the F-100 in QMB.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: gbollin on October 07, 2012, 04:47:34 PM
My bombsight works when I hit alt c. But I have it mapped to c.
All my F4 bombsights work that way.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: The_Alaska_Man on October 07, 2012, 08:09:58 PM
When I fly in the F-100D vs. the MiG-19S in FMB in DBW 1.71, I don't end up in the cockpit of the F-100. I have no airplane. All I see is a MiG-19 on the ground, landing gear deployed (even though it's supposed to be flying), all pink colored (no skin). I'd post some screen shots, but don't know how. Things work fine when I fly the MiG-19 vs. the F-100 in FMB, and when I fly either jet against the other in QMB. Does anyone else have this problem? I have yet to determine if I have a mod conflict, as I have a lot of other mods installed.

So, I just tried the MiG-19 and F-100 on a clean install of DBW 1.71 and I get pretty much the same problem. But, now I can't fly the MiG-19 against ANY aircraft in FMB. I get the message "Mission loading failed: null". Also, when fighting against the MiG in ANY aircraft in FMB, I get the same problem that I described for the F-100. No cockpit, pink, grounded MiG (well now most of the MiG is sunken into the ground). So, the problem seems to be with the MiG-19. I really love flying these aircraft, especially against each other. I'd greatly appreciate any help. Thanks!

Edit: Everything still works fine with either the MiG-19 or the F-100 in QMB.

Did you give the plane a load out?

For example, it's on default, select drop tanks, then select default again and it should work
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BaronFel181 on October 07, 2012, 09:27:56 PM
That works! Never would have thought of that... Thanks, Alaska Man!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: The_Alaska_Man on October 07, 2012, 09:54:48 PM
Your welcome sir
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 10, 2012, 05:06:38 PM
No, your loadout mod for the OV-10 don't work with the Hotfix ( it work only with USA ), this is why I'm wondering where the problem could come. But I think we found the answer :)

ok, surely the Hotfix is contained in the same javaclass file used for loadouts

i will extend loadouts mod in Hotfix file, but give me a bit of time....i'm very busy with RL and other mods now ;)

Hi,
I want to let you know another issue about that class file. MAybe it could be useful when you'll find a bit of time to lay a hand on this mod.
I have installed the original CY6's OV1/10 with international fix and I have got the Epervier's stationaries too.
I've checked that the new loadout either prevent adding of stationary OV-10s to FMB and erase the already added ones. I hope this could help to fix the classfile.
Greetings
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 11, 2012, 02:28:01 AM
can you post here the link for international fix?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 11, 2012, 04:26:23 AM
Look at the quoted link in the first post of the following thread:

http://www.sas1946.com/main/index.php/topic,18501.msg307579.html#msg307579 (http://www.sas1946.com/main/index.php/topic,18501.msg307579.html#msg307579)

I hope you'll be able to fix it... However many thx for your great job!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 11, 2012, 11:11:11 AM
Excuse me Vega,
but if you'll lay your hands on the OV-10, could you be able to fix too the diffFM files of epervier's ov-1/ov-10 mod?
I've found out each of both them causes 60% CTD so I'm still using the old CY6 version...  ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 11, 2012, 01:01:51 PM
Excuse me Vega,
but if you'll lay your hands on the OV-10, could you be able to fix too the diffFM files of epervier's ov-1/ov-10 mod?
I've found out each of both them causes 60% CTD so I'm still using the old CY6 version...  ;)

you mean that international fix cause 60% crash with diffFM?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 12, 2012, 07:03:54 AM
No!
CTD is caused by epervier's OV-1/OV-10 mod, either with or without international fix, because the coulprit is each of diffFM files into it, named the one "OV_10" and the other "OV1".
I had to replace BOTH them (I had CTD even when I changed one or the other only) with the old CY6 mod's ones to get through CTD.   
Can you do something about, please?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 12, 2012, 07:12:05 AM
mmmm

i don't know if i'm able to fix it

i will upload the OV1/10 with international fix after next jets update
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: RedSpade on October 13, 2012, 12:20:37 PM
I'm having troubles with the F-8s (F-8A, F-8E, & RF8A).  I get a 30% QMB load hang (game hangs up) , if I try to use any loadout other than default or none.  I looked at the log and don't see anything unusual except that it stops recording in the middle of a line of text.   I suspect I have a mod conflict or I'm missing a mod because I see a similar behavior with the F-100D (4xAim9B works all other loadouts hang the game).  Any thoughts or suggestions for my problem.  Thanks in advanced.  I love these planes and your updates.
Code: [Select]
[13.10.2012 18:22:01] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 550 Ti/PCIe/SSE2
  Version: 4.2.0
  Extensions: GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_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_robustness 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_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_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_storage GL_ARB_texture_swizzle 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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

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

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

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
FFR-41MR Wepon Loading List:Default
    No.1:MGunM61NR(10000)
FFR-41MR Wepon Loading List:SA2:AIM-IIIx2
    No.1:MGunM61NR(10000)
    No.5:RocketGunAAM3(1)
    No.6:RocketGunNull(1)
    No.11:RocketGunAAM3(1)
    No.12:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA4:AIM-IIIx4
    No.1:MGunM61NR(10000)
    No.7:RocketGunAAM3(1)
    No.8:RocketGunNull(1)
    No.9:RocketGunAAM3(1)
    No.10:RocketGunNull(1)
    No.13:RocketGunAAM3(1)
    No.14:RocketGunNull(1)
    No.15:RocketGunAAM3(1)
    No.16:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA8:AIM-IIIx8
    No.1:MGunM61NR(10000)
    No.7:RocketGunAAM3(1)
    No.8:RocketGunNull(1)
    No.9:RocketGunAAM3(1)
    No.10:RocketGunNull(1)
    No.13:RocketGunAAM3(1)
    No.14:RocketGunNull(1)
    No.15:RocketGunAAM3(1)
    No.16:RocketGunNull(1)
    No.19:RocketGunAAM3(1)
    No.20:RocketGunNull(1)
    No.21:RocketGunAAM3(1)
    No.22:RocketGunNull(1)
    No.25:RocketGunAAM3(1)
    No.26:RocketGunNull(1)
    No.27:RocketGunAAM3(1)
    No.28:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA2_2:AIM-IIIx2x2
    No.1:MGunM61NR(10000)
    No.5:RocketGunAAM3(1)
    No.6:RocketGunNull(1)
    No.11:RocketGunAAM3(1)
    No.12:RocketGunNull(1)
    No.17:RocketGunAAM3(1)
    No.18:RocketGunNull(1)
    No.23:RocketGunAAM3(1)
    No.24:RocketGunNull(1)
Ship: Value of [USSArizonaBB39_41]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:771)
at com.maddox.il2.objects.ships.ShipGofo.<clinit>(ShipGofo.java:78)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1603)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipGofo$USSArizonaBB39_41
Ship: Value of [USSColoradoBB45_41]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:771)
at com.maddox.il2.objects.ships.ShipGofo.<clinit>(ShipGofo.java:80)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1603)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipGofo$USSColoradoBB45_41
BigShip: Not enough 'gun' data  in 'IJNYamatoClass:Part5'
Can't register BigShip object
java.lang.RuntimeException: Can't register BigShip object
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:693)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:771)
at com.maddox.il2.objects.ships.ShipJFC1.<clinit>(ShipJFC1.java:10)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:192)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1603)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipJFC1$IJNYamatoClass
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ar-234c.fmd
s = FlightModels/Ar-234C.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 = ho-229a3_fm
s1 = flightmodels/ho-229a3.fmd
s = FlightModels/Ho-229A3.fmd:Ho-229A3_FM
m_lastFMFile = gui/game/buttons
opening new fm file ho-229a3_fm
sFMDir = go229-1966_fm
s1 = flightmodels/go229-1966.fmd
s = FlightModels/Go229-1966.fmd:Go229-1966_FM
m_lastFMFile = ho-229a3_fm
opening new fm file go229-1966_fm
sFMDir = go229-1956_fm
s1 = flightmodels/go229-1956.fmd
s = FlightModels/Go229-1956.fmd:Go229-1956_FM
m_lastFMFile = go229-1966_fm
opening new fm file go229-1956_fm
sFMDir = gui/game/buttons
s1 = flightmodels/he-162a-2.fmd
s = FlightModels/He-162A-2.fmd
m_lastFMFile = go229-1956_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162c.fmd
s = FlightModels/He-162C.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-162b.fmd
s = FlightModels/He-162B.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/he-lercheiiib2.fmd
s = FlightModels/He-LercheIIIB2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-163b-1a.fmd
s = FlightModels/Me-163B-1a.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 = gui/game/buttons
s1 = flightmodels/me-262hg-ii.fmd
s = FlightModels/Me-262HG-II.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/ta-183.fmd
s = FlightModels/Ta-183.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/mxy-7-11.fmd
s = FlightModels/MXY-7-11.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 = j8m_fm
s1 = flightmodels/j8m.fmd
s = FlightModels/J8M.fmd:J8M_FM
m_lastFMFile = he280_fm
opening new fm file j8m_fm
sFMDir = ki-201
s1 = flightmodels/ki-201.fmd
s = FlightModels/KI-201.fmd:KI-201
m_lastFMFile = j8m_fm
opening new fm file ki-201
sFMDir = j8m_fm
s1 = flightmodels/j8m3.fmd
s = FlightModels/J8M3.fmd:J8M_FM
m_lastFMFile = ki-201
getting fm file j8m_fm
sFMDir = gui/game/buttons
s1 = flightmodels/bell47.fmd
s = FlightModels/Bell47.fmd
m_lastFMFile = j8m_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sikorsky-ho4s.fmd
s = FlightModels/Sikorsky-HO4S.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/sikorsky-hrs3.fmd
s = FlightModels/Sikorsky-HRS3.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f9f2.fmd
s = FlightModels/F9F2.fmd
m_lastFMFile = gui/game/buttons
sFMDir = cougars
s1 = flightmodels/f9f6.fmd
s = FlightModels/F9F6.fmd:Cougars
m_lastFMFile = gui/game/buttons
opening new fm file cougars
sFMDir = cougars
s1 = flightmodels/f9f8.fmd
s = FlightModels/F9F8.fmd:Cougars
m_lastFMFile = cougars
sFMDir = cougars
s1 = flightmodels/f9f8t.fmd
s = FlightModels/F9F8T.fmd:Cougars
m_lastFMFile = cougars
sFMDir = f80_fm
s1 = flightmodels/f-80a.fmd
s = FlightModels/F-80A.fmd:F80_FM
m_lastFMFile = cougars
opening new fm file f80_fm
sFMDir = f80_fm
s1 = flightmodels/f-80c.fmd
s = FlightModels/F-80C.fmd:F80_FM
m_lastFMFile = f80_fm
sFMDir = f80_fm
s1 = flightmodels/f-80n.fmd
s = FlightModels/F-80N.fmd:F80_FM
m_lastFMFile = f80_fm
sFMDir = gui/game/buttons
s1 = flightmodels/f84g.fmd
s = FlightModels/F84G.fmd
m_lastFMFile = f80_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86a.fmd
s = FlightModels/F-86A.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-40.fmd
s = FlightModels/F-86D-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86d-45.fmd
s = FlightModels/F-86D-45.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86e.fmd
s = FlightModels/F-86E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25e.fmd
s = FlightModels/F-86F-25E.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-25l.fmd
s = FlightModels/F-86F-25L.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86f-40.fmd
s = FlightModels/F-86F-40.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/f-86k.fmd
s = FlightModels/F-86K.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk31.fmd
s = FlightModels/CAC_Sabre_Mk31.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/cac_sabre_mk32.fmd
s = FlightModels/CAC_Sabre_Mk32.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/t-33.fmd
s = FlightModels/T-33.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/fj-3m.fmd
s = FlightModels/FJ-3M.fmd
m_lastFMFile = gui/game/buttons
sFMDir = f4e
s1 = flightmodels/f4b.fmd
s = FlightModels/F4B.fmd:F4E
m_lastFMFile = gui/game/buttons
opening new fm file f4e
sFMDir = f4e
s1 = flightmodels/f4d.fmd
s = FlightModels/F4D.fmd:F4E
m_lastFMFile = f4e
sFMDir = f4e
s1 = flightmodels/f4e.fmd
s = FlightModels/F4E.fmd:F4E
m_lastFMFile = f4e
sFMDir = f4e
s1 = flightmodels/f4j.fmd
s = FlightModels/F4J.fmd:F4E
m_lastFMFile = f4e
sFMDir = f100d
s1 = flightmodels/f-100d.fmd
s = FlightModels/F-100D.fmd:F100D
m_lastFMFile = f4e
opening new fm file f100d
sFMDir = ov_10
s1 = flightmodels/ov10.fmd
s = FlightModels/OV10.fmd:OV_10
m_lastFMFile = f100d
opening new fm file ov_10
sFMDir = ov1
s1 = flightmodels/ov1.fmd
s = FlightModels/OV1.fmd:OV1
m_lastFMFile = ov_10
opening new fm file ov1
sFMDir = gui/game/buttons
s1 = flightmodels/p-80a.fmd
s = FlightModels/P-80A.fmd
m_lastFMFile = ov1
getting fm file gui/game/buttons
sFMDir = f8a_fm
s1 = flightmodels/f8a.fmd
s = FlightModels/F8A.fmd:F8A_FM
m_lastFMFile = gui/game/buttons
opening new fm file f8a_fm
sFMDir = f8a_fm
s1 = flightmodels/f8e.fmd
s = FlightModels/F8E.fmd:F8A_FM
m_lastFMFile = f8a_fm
sFMDir = f8a_fm
s1 = flightmodels/rf8a.fmd
s = FlightModels/RF8A.fmd:F8A_FM
m_lastFMFile = f8a_fm
sFMDir = meteorf3
s1 = flightmodels/meteorf3.fmd
s = FlightModels/MeteorF3.fmd:MeteorF3
m_lastFMFile = f8a_fm
opening new fm file meteorf3
sFMDir = l39
s1 = flightmodels/l-39c.fmd
s = FlightModels/L-39C.fmd:L39
m_lastFMFile = meteorf3
opening new fm file l39
sFMDir = l39a
s1 = flightmodels/l-39a.fmd
s = FlightModels/L-39A.fmd:L39A
m_lastFMFile = l39
opening new fm file l39a
sFMDir = l39c
s1 = flightmodels/l-39c.fmd
s = FlightModels/L-39C.fmd:L39C
m_lastFMFile = l39a
opening new fm file l39c
sFMDir = l39n
s1 = flightmodels/l-39n.fmd
s = FlightModels/L-39N.fmd:L39N
m_lastFMFile = l39c
opening new fm file l39n
sFMDir = l159f
s1 = flightmodels/l-159f.fmd
s = FlightModels/L-159F.fmd:L159F
m_lastFMFile = l39n
opening new fm file l159f
sFMDir = l159g
s1 = flightmodels/l-159g.fmd
s = FlightModels/L-159G.fmd:L159G
m_lastFMFile = l159f
opening new fm file l159g
sFMDir = gui/game/buttons
s1 = flightmodels/mig-15f.fmd
s = FlightModels/MiG-15F.fmd
m_lastFMFile = l159g
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17.fmd
s = FlightModels/MiG-17.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17f.fmd
s = FlightModels/MiG-17F.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/mig-17pf.fmd
s = FlightModels/MiG-17PF.fmd
m_lastFMFile = gui/game/buttons
sFMDir = mig19
s1 = flightmodels/mig-19.fmd
s = FlightModels/Mig-19.fmd:MIG19
m_lastFMFile = gui/game/buttons
opening new fm file mig19
sFMDir = gui/game/buttons
s1 = flightmodels/b-29sp.fmd
s = FlightModels/B-29SP.fmd
m_lastFMFile = mig19
getting fm file gui/game/buttons
sFMDir = faf
s1 = flightmodels/ffr-41mr.fmd
s = FlightModels/FFR-41MR.fmd:FAF
m_lastFMFile = gui/game/buttons
opening new fm file faf
sFMDir = a7_fm
s1 = flightmodels/a7a.fmd
s = FlightModels/A7A.fmd:A7_FM
m_lastFMFile = faf
opening new fm file a7_fm
sFMDir = a7_fm
s1 = flightmodels/a7b.fmd
s = FlightModels/A7B.fmd:A7_FM
m_lastFMFile = a7_fm
sFMDir = gui/game/buttons
s1 = flightmodels/jeep.fmd
s = FlightModels/Jeep.fmd
m_lastFMFile = a7_fm
getting fm file gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/wagen.fmd
s = FlightModels/Wagen.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262(ofnowotny).fmd
s = FlightModels/Me-262(ofNowotny).fmd
m_lastFMFile = gui/game/buttons
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission QuickQMBPro/Med_Crete/Med_CreteBlueNone00.mis...
Loaded camouflage: MTO
Loading map.ini defined airfields:
Map file: line <88813.17 103395.44 90091.954 102411.25 1.95> is valid!
Map file: line <153605.03 85108.26 154891.53 84546.03 1.95> is valid!
Map file: line <206524.02 81500.67 207972.92 80306.03 1.95> is valid!
Map file: line <353092.66 91097.25 353989.78 90208.02 1.95> is valid!
Map file:
Regards.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Ernst_T on October 13, 2012, 06:56:35 PM
Sorry my English. After installing the update, the Phantoms lost all weapons load other than the standard. What caused this?
End..  F-100 is not added new weapons  :-[.
May need to download the mod pack weapon?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 14, 2012, 07:26:57 AM
my F4 upgrades in weapons and FM became standard

later or tomorrow the first post of F-4 thread will be upgrade with all modifications

so you had only to download the Phantom :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 15, 2012, 01:27:41 PM
Quote
F-4 Phantom mod pack now is standard! download it in dedicated topic!

A link, please?
I can't find the new topic in ModWorks section... Is it maybe in some other place?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 15, 2012, 01:31:14 PM
Aircraft/Jets ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 15, 2012, 05:34:44 PM
Aircraft/Jets ;)

Ah, ok!! Thx!
I believe do you mean the old beta topic,right?
But I looked at it at first and it's not easy to understand that now it is standard...  :-[
Maybe would be better to add some words more to explain that the link is no more for beta but rather for standard now...  ;)

Edit: Sorry Vega!!! I missed your post just little above in this topic with the explaination I was looking for!!!  :-[
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on October 16, 2012, 11:54:17 PM
Is there supposed to be a Cockpit Folder in the A-7 3do Pack? If so The pack I downloaded only has a Plane Folder in the 3do Folder. 20%ctd, log.lst:

Spawn.get( com.maddox.il2.objects.air.A7D ): com.maddox.il2.objects.air.CockpitA7A
java.lang.NoClassDefFoundError
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on October 17, 2012, 02:57:32 AM
Ok, I found an old A-7 pack with cockpit and arms folder's, it works now.

(http://i163.photobucket.com/albums/t283/BravoFxTrt/a7_zpsa49f918d.jpg)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 17, 2012, 08:44:13 AM
Ok, I found an old A-7 pack with cockpit and arms folder's, it works now.

hi Bravo! how do you find the Essex with people on the deck?

btw

i will post upgrades for F-100, some weapons combo more and fixed fuel capability ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on October 17, 2012, 08:45:23 AM
Quote
i will post upgrades for F-100, some weapons combo more and fixed fuel capability

Thanks again for your work :) And you can found the people on the Essex deck here http://www.sas1946.com/main/index.php/topic,28970.0.html (http://www.sas1946.com/main/index.php/topic,28970.0.html)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 17, 2012, 01:04:23 PM
F-100 UPGRADE AT FIRST POST!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Ernst_T on October 18, 2012, 12:19:42 PM
I install upgrade, and now F-100 have load only AIM-9 and fuel tanks.

A-7A have normal load, but B,D and E only Napalm.
What is it?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 18, 2012, 12:41:48 PM
mmmm

i don't know, this issues happen rarely, and i think it is caused by some different file into DBW

only an unified pack can fix it
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on October 18, 2012, 10:08:56 PM
Thank you Vega.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: RedSpade on October 19, 2012, 04:23:33 PM
Could I please request some help debugging my F-8 install.  I have 2 MOD folders associated with the F-8 Crusader_packOrig and Crusader_pack.  After installing the Vega's WorkShop: Loadouts & Flight Models for the F-8, I launched my game and it loads just fine.  I then launched the QMB, selected a map, selected any of the F-8's, and use the default loadout (or none), and the game runs great.  If I choose any other loadout, the QMB will hang at 30% load.  I have looked at the log there is no info of any value there (the writing stops in mid sentence).  This is a fairly recent rebuild of my DBW install.  How do I go about debugging this sucker?  I've tried taking out the Crusader_packOrig and that did not seem to help, so I put it back in. Thanks for any help.  I appreciate it.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~GJE52 on October 19, 2012, 08:23:28 PM
Quote
I install upgrade, and now F-100 have load only AIM-9 and fuel tanks.

I use modact plus Jetwar 1.2 and have the same problem, does it need DBW for the upgrade to show ?

G;
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on October 20, 2012, 03:20:35 PM
Sorry G, I just saw your Post.

Ok, if you are having problems with the Crusader's Open the 3do Folder and make sure you have a "Arms", "Cockpit", and "Plane" "Effects" Folders, then open your Arms Folder make sure you have all the 8 Arms folders.. BTW this will fix the F-4's No load outs error as well. :)

Same goes for the F-100D make sure yopu keep your old folder just overwrite with the upgrade.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Boosh on October 20, 2012, 05:41:54 PM
Quote
I install upgrade, and now F-100 have load only AIM-9 and fuel tanks.

I use modact plus Jetwar 1.2 and have the same problem, does it need DBW for the upgrade to show ?

G;

I'm running DBW 1.71 with Jetwar 1.2 and have the same problem. The unified packs, for the F-4 Phantom, as an example, work just fine.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~GJE52 on October 20, 2012, 08:49:55 PM
No, only having issues with the F-100D "increased loadout" upgrade. All I can see is what is in the F-100D arms folder.

Quote
Same goes for the F-100D make sure yopu keep your old folder just overwrite with the upgrade.

There is no change to the arms folder itself in the upgrade - only some changes to the wing meshes to add additional hooks, and there are no files in the downloads to add in the new weapons so I guess the upgrade only seems to be in the coding side.

So perhaps there is a different set of weapons in the DBW pack that this references, anyway it looks as if I am not alone with this problem.

G;

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on October 20, 2012, 10:02:11 PM
here yall go This is the Original Base Package ;)     http://www.sas1946.com/main/index.php/topic,25957.msg269996.html#msg269996
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on October 21, 2012, 03:43:10 AM
Hi Vega, I know you have a lot of work and thank you again.

I have just a little detail. When the engines are at 0%, the right engine have a little blue flame with smoke but not the left. And it's for all version of the F4.
I'm alone to have this little bug or someone have it to ?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Hangman on October 21, 2012, 04:48:24 AM
I have just a little detail. When the engines are at 0%, the right engine have a little blue flame with smoke but not the left. And it's for all version of the F4.
I'm alone to have this little bug or someone have it to ?

I have it too
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~GJE52 on October 21, 2012, 05:43:29 AM
Quote
here yall go This is the Original Base Package      http://www.sas1946.com/main/index.php/topic,25957.msg269996.html#msg269996
thanks BFT, but the problem goes deeper than that. There are no weapon 3d upgrades so it must be a coding/referencing problem. The list of "upgrades" posted in various threads is a bit confusing now and could do with a cull of older versions and repackaging by someone who knows what is the latest stuff.

G;
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~GJE52 on October 21, 2012, 10:45:19 AM
Sorry  :-[ . Thanks for the advice, tried re-installing everything and it is still "porked" for me .....  :(

G;
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 21, 2012, 12:46:21 PM
ok, i will post F-100 mod pack with all weapon classfiles into
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~GJE52 on October 21, 2012, 02:52:16 PM
Thank you Vega, that solved the problem. All of the loadouts are now selectable .......  ;)

Many thanks for working this out, 

8)

G;
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on October 21, 2012, 03:32:05 PM
Thanks again Vega, all is working perfectly.

(http://i163.photobucket.com/albums/t283/BravoFxTrt/vega1_zps1576dedc.jpg)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 22, 2012, 03:21:15 PM
a pic from Bien Hoa airfield :)

(http://i265.photobucket.com/albums/ii206/Fuzz77/bienhoa.png)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 24, 2012, 08:06:59 AM
seem that international fix for OV-1/10 does not works :(

anyone of you have test it?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on October 24, 2012, 08:54:05 AM
in DBW it's working, at least for me!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on October 24, 2012, 03:10:36 PM
seem that international fix for OV-1/10 does not works :(

anyone of you have test it?

Could you be more specific about the issue please?
I can no longer find the original topic referred to Ov-10's international fix so I'm not sure what was its original purpose described there.  :(
However from the further topics on that subject it seems that there was an issue about 3D view if a non-USA country was chosen. In this case I never had that issue.

Now I'm using a kind of "frankenMod" for this frankenplane...  ;)
In fact I have got the Epervier's 4.09 mod with either the old CY6's OV-1_ and OV-10_FM files and Vega's loadout mod added and it seems to work fine for me on DBW 1.71.
Also the issue I had about the stationary plane seems to have been overcome now.

I only hope  someone would find a little bit of time to make some skins for this awesome plane sooner or later (even USAF markings are missed in default skin!!).
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: TeamFlyingAce162 on November 22, 2012, 06:01:51 PM
Please excuse me for repeating a question that has been asked a million times, but I am still having issues with missing F-100D loadouts in DBW.

I get none of the multi-bomb loadouts with the MER/TER racks, nor do I get any AGM-12s. The only new loadout that appears is the ferry-tanks one; which lacks the 200gal. droptanks and gives me a "mission:null" error. The plane flies properly w/the old loadouts otherwise. I've tried updating both my previous modded F100D folder as well as a fresh install, and both end up with the same results.

Semi-related, for me Vega's F-4 pack works fine. I have almost issues with missing loadouts or the bombsight. The only things I have is the "single blue flame" at 0% power, and missing barrels on some of the new SUU-gunpod loadouts:

(http://i1095.photobucket.com/albums/i461/TeamFlyingAceHE-162D/231120120-53-08.png)


p.s. What new loadouts does the latest F-100 update add? I'm going off of other user's screenshots in figuring out what I'm missing...
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 23, 2012, 11:17:33 AM
download the last Phantom un proper topic ;)

if loadouts doesn't works download the weapons file too ;)

upgrades for 4.101 finish here, now i'm working on all these planes but to upgrade them to 4.11 and to new Hotkey's features ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: TeamFlyingAce162 on November 23, 2012, 02:29:44 PM
download the last Phantom un proper topic ;)

if loadouts doesn't works download the weapons file too ;)

upgrades for 4.101 finish here, now i'm working on all these planes but to upgrade them to 4.11 and to new Hotkey's features ;)

I've tried the last Phantom and tired with and w/out the weapons file; no good :( Still only recieve the ferry loadout; all other new ones missing.

Here's the log file, if it'll help:
Code: [Select]
INTERNAL ERROR: Can't open file '3DO/Arms/Tank200gal/mono.sim'
WARNING: object '3DO/Arms/Tank200gal/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3DO/Arms/Tank200gal/mono.sim
Mesh 3DO/Arms/Tank200gal/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3DO/Arms/Tank200gal/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.<init>(ActorMesh.java:86)
at com.maddox.il2.objects.ActorSimpleMesh.<init>(ActorSimpleMesh.java:28)
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1210)
at com.maddox.il2.gui.GUIAirArming.access$1100(GUIAirArming.java:26)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1427)
at com.maddox.gwindow.GWindow.notify(GWindow.java:143)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl.editScroll(GWindowComboControl.java:197)
at com.maddox.gwindow.GWindowComboControl$EditBox.notify(GWindowComboControl.java:273)
at com.maddox.gwindow.GWindow.mouseRelMove(GWindow.java:467)
at com.maddox.gwindow.GWindowRoot.doMouseMove(GWindowRoot.java:186)
at com.maddox.gwindow.GWindowManager.doMouseMove(GWindowManager.java:73)
at com.maddox.il2.engine.GUIWindowManager.msgMouseMove(GUIWindowManager.java:130)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:101)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3DO/Arms/Tank200gal/mono.sim'
WARNING: object '3DO/Arms/Tank200gal/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3DO/Arms/Tank200gal/mono.sim
Mesh 3DO/Arms/Tank200gal/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3DO/Arms/Tank200gal/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.<init>(ActorMesh.java:86)
at com.maddox.il2.objects.ActorSimpleMesh.<init>(ActorSimpleMesh.java:28)
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1210)
at com.maddox.il2.gui.GUIAirArming.access$1100(GUIAirArming.java:26)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1427)
at com.maddox.gwindow.GWindow.notify(GWindow.java:143)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl.editScroll(GWindowComboControl.java:197)
at com.maddox.gwindow.GWindowComboControl$EditBox.notify(GWindowComboControl.java:273)
at com.maddox.gwindow.GWindow.mouseRelMove(GWindow.java:467)
at com.maddox.gwindow.GWindowRoot.doMouseMove(GWindowRoot.java:186)
at com.maddox.gwindow.GWindowManager.doMouseMove(GWindowManager.java:73)
at com.maddox.il2.engine.GUIWindowManager.msgMouseMove(GUIWindowManager.java:130)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:101)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[23.11.2012 21:34:00] -------------- END log session -------------




Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 23, 2012, 03:12:03 PM
Ferry loadouts is not for Phantom but for F-100 ;)

it will be deleted in next upgrade because is buggy

you need to install the F-8 to allow proper works to F-4

do you have it?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: TeamFlyingAce162 on November 23, 2012, 04:58:07 PM
Ferry loadouts is not for Phantom but for F-100 ;)

it will be deleted in next upgrade because is buggy

you need to install the F-8 to allow proper works to F-4

do you have it?

I have both the Crusader pack, F-4, F-100, and the A-7A, B, and D, as well as the MiG-19(basically everything). I don't have your other A-7s(I want to keep my addon planes primarily up to Vietnam-era). All are updated to the latest verison with the exeption of the A-7s.

And about the ferry loadout, I realise that I wasn't really clear with my previous post and thus apologize. What I was meaning to say is that I had A): Installed the F-100 pack(fresh install), then installed your latest F-100 loadout/FM pack, then B): (re)installed the latest Phantom pack, and tried to fly the F-100 with and without the weapons pack on the F-4's own proper topic post. I ended up with the same previous issues: ferry loadout giving me a "mission:null" error, and the other new loadouts not appearing.

I still have loadouts from your previous loadout/FM mod with the F-100 and can fly them just fine. The F-4's loadouts and bombsight work just fine as well. My bug is that I'm not getting any new loadouts on the F-100 that include TER/MER racks(from what I can tell while not knowing exactally what new loadouts you've included w/the ferry tanks; there might be others missing IDK about).


Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Ribs on January 06, 2013, 08:45:39 AM
Ferry loadouts is not for Phantom but for F-100 ;)

it will be deleted in next upgrade because is buggy

you need to install the F-8 to allow proper works to F-4

do you have it?

I have both the Crusader pack, F-4, F-100, and the A-7A, B, and D, as well as the MiG-19(basically everything). I don't have your other A-7s(I want to keep my addon planes primarily up to Vietnam-era). All are updated to the latest verison with the exeption of the A-7s.

And about the ferry loadout, I realise that I wasn't really clear with my previous post and thus apologize. What I was meaning to say is that I had A): Installed the F-100 pack(fresh install), then installed your latest F-100 loadout/FM pack, then B): (re)installed the latest Phantom pack, and tried to fly the F-100 with and without the weapons pack on the F-4's own proper topic post. I ended up with the same previous issues: ferry loadout giving me a "mission:null" error, and the other new loadouts not appearing.

I still have loadouts from your previous loadout/FM mod with the F-100 and can fly them just fine. The F-4's loadouts and bombsight work just fine as well. My bug is that I'm not getting any new loadouts on the F-100 that include TER/MER racks(from what I can tell while not knowing exactally what new loadouts you've included w/the ferry tanks; there might be others missing IDK about).

I have the ferry loadout showing but none of the ter/mer loadouts nor the AGM-12. I have the Crusader,F4 and A7 packs installed including all upgrades. Any assistance would be appreciated.

Thanks,
Ribs
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Kilo on January 08, 2013, 06:24:24 AM
DOWNLOAD AND INSTALL BOTH FILES INTO DBW, YOU NEED ORIGINAL MARIO71 A-7 PACK!

What do I do if I can't fiind it?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Dreamk on January 08, 2013, 07:35:08 AM
Quote
What do I do if I can't fiind it?
Well may be go and give alook at this  ;)
@edit: Dead link removed

 :) Here are the updated download links posted by Mario:

A-7 Corsair II for Jetwar1.2 (DBW) version: http://www.sendspace.com/file/0p8f33
A-7 Corsair II for Jetwar1.1(UP3) version: http://www.sendspace.com/file/ac46nl

A-7A/B Corsair II : BETA1 15 Jun 2012

This release is for testing purpose.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on January 13, 2013, 02:30:12 AM
Hello, Vega.

I make a 3D-fix to LAU-3(-32) 7x HYDRA70 rocket launcher in melissa's F-100D MOD.
(http://www.mediafire.com/conv/9fa5aaec7fdb3e298c4e06782b2f545ee77102ac1258f9b203d89d8a0a80c37b6g.jpg)

release here
http://www.sas1946.com/main/index.php/topic,31692.0.html

I'm glad when you will contain this 3D-fix into your upgrade pack.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Dangerousbuzz934 on January 14, 2013, 03:14:17 PM
My game crashes using your FM for the F-100D  :'( Is it not compatible with UP3 RC4? If so whats wrong?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 14, 2013, 03:21:06 PM
no UP3.0 RC4

only DBW 1.71
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: grumpf44 on January 19, 2013, 03:43:53 AM
seem that international fix for OV-1/10 does not works :(

anyone of you have test it?

I confirm...
The new Loadout 22815F088FA13F10 erase the informations of the international fix.
New loadout for the OV-10, but USA only.
The OV-1 remains from any country.

 

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 20, 2013, 04:12:30 PM
Hotfix for OV-10 at first post

OV-10 loadouts mod + International fix for OV-10 and OV-1

drop intro your OV folder
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 20, 2013, 04:29:32 PM
Can you check the link please?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 20, 2013, 05:10:14 PM
oh tnx!

link fixed!  ;D
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: max_thehitman on January 20, 2013, 06:55:18 PM


I bumping this post , because I like it.
Great post! Good information too, thank you  8)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on January 23, 2013, 02:52:02 PM
F-100D not show option of AGM-12 payload.

I have UP3 + DBW 1.71 + F-100D original pack + Vega's F-100 Mod
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 23, 2013, 03:22:21 PM
you need the F-4 and the F-8 installed too

and maybe the weapon pack in F-4 topic at first post
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on January 23, 2013, 03:42:13 PM
you need the F-4 and the F-8 installed too

and maybe the weapon pack in F-4 topic at first post

I have F-4 version 1.31 and (_00_F-4_weapon), F-8 crusader (your mod)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 23, 2013, 03:54:40 PM
check if into 3do you have the AGM12 folder
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on January 23, 2013, 04:17:43 PM
check if into 3do you have the AGM12 folder

000_F100D\3do\arms

no AGM12
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 23, 2013, 06:38:51 PM
go into F-8 3do arms folder, copy the AGM12 folder and paste into F-100 3do/arms

see if works in this way
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on January 24, 2013, 03:19:38 PM
go into F-8 3do arms folder, copy the AGM12 folder and paste into F-100 3do/arms

see if works in this way

I put AGM12 folder in  F-100 3do/arms. Not solved  :(
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 24, 2013, 03:43:50 PM
who have some Calinho's problem?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on January 24, 2013, 04:18:40 PM
My mods:

UP 3.0 + DBW 1.71 + mods:

(http://www.sas1946.com/images/imageshit/img201/8008/calinhomods.png)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BT~walker on January 24, 2013, 05:00:41 PM
I think you miss : 00000_SAS_AI_Engine_HotKeys_Carriers , folder...  :-\
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Ribs on January 24, 2013, 08:02:56 PM
who have some Calinho's problem?

I have an earlier post stating this same problem and also missing the ters/mers.

Thanks for your help!
Ribs
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 24, 2013, 10:34:06 PM
ok, soon the next version will be out with all features for SAS Engine 2.6

be only patient :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on January 26, 2013, 02:00:15 PM
who have some Calinho's problem?

I have an earlier post stating this same problem and also missing the ters/mers.

Thanks for your help!
Ribs

you could solve this problem?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 26, 2013, 06:23:24 PM
who have some Calinho's problem?

I have an earlier post stating this same problem and also missing the ters/mers.

Thanks for your help!
Ribs

you could solve this problem?

I had to understand first the source of the problem, and if only you had it is very hard :(
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: slipper on January 28, 2013, 04:17:42 AM
Vega

I have CY6's excellent 'real napalm' mod

which gives most of the napalm weapons a better destruction model and visual model. Playing about with the F100 i noticed that the BLU-27's still have the old effect though.

Therefore is it possible to have them reference the files or effects that are required for the real napalm mod? Not sure if this is your area of expertise, but thought no harm in asking. Would be very grateful.

regards

slipper

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 29, 2013, 04:21:24 AM
At first post, new mod for Huey_Gunship and for Huey_GunshipAI
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on February 03, 2013, 07:18:57 AM
Vega

You can remove de supersonic drag of the F-100D? Second wikipedia is supersonic, capable to fly 1,390 km/h. In IL2 after pass 1100Km/h in sea level with no payload, F-100 start a drag like a subsonic jet.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Charlie_01 on February 09, 2013, 12:17:50 PM
Hotfix for OV-10 at first post

OV-10 loadouts mod + International fix for OV-10 and OV-1

drop intro your OV folder

Unfortunately that don't solve FM files issue. Needed to put again old ones instead new or having ctd at 60%.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on February 24, 2013, 09:36:12 AM
I solved the problem of F-100D not showing the weapons: I installed the  OV-10 and OV-1, Loadouts mod + international fix.
Now the problem of F-100D is the supersonic drag. Could someone help me to remove the supersonic drag of F-100D?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Ribs on March 07, 2013, 10:12:20 PM
I solved the problem of F-100D not showing the weapons: I installed the  OV-10 and OV-1, Loadouts mod + international fix.
Now the problem of F-100D is the supersonic drag. Could someone help me to remove the supersonic drag of F-100D?

Thank you!!!!!! This solved the missing loadouts!!! ;D

Ribs
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on July 29, 2013, 01:30:33 PM
I solved the problem of F-100D not showing the weapons: I installed the  OV-10 and OV-1, Loadouts mod + international fix.
Now the problem of F-100D is the supersonic drag. Could someone help me to remove the supersonic drag of F-100D?

supersonic drag is correct

it allow to a clean F-100 to reach realistic speeds for altidude

if you want to reach top speed with droptanks and bombs

........buy an arcade game
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on July 29, 2013, 02:30:46 PM
hi Bravo how are you!!

i'm very busy with RL but i continue to follow you :)

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: harpia on September 06, 2013, 06:40:32 PM
Thanks Vega, great job ! ;D ;D ;D ;D ;D \o/
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Paulus on September 30, 2013, 06:57:08 AM
http://www.sas1946.com/main/index.php/topic,23327.msg410531.html#msg410531
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 17, 2013, 04:03:19 PM
hi! i come back and now i can restart my works

next release

1) new fm for Yak-36

2) modified turn FM fm for A-4 Skyhawks, and some minor work on speed

3) loadouts for A-4   
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on October 18, 2013, 12:19:48 AM
i come back and now i can restart my works

great news Mr.Pirlo!   ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 18, 2013, 07:12:24 AM
first i had to learn how use eclipse!

my old java decompiler installation won't works

however, i've already looked into A-4s FM, seem that in the standard mod all variants have same FM

seem wrong also in weights, engine trust and fuel

first i will do a correct whole FM, then a proper FM for each variant

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on October 18, 2013, 09:35:21 AM
Vega, bud: If you refer to the Free mod A-4s by Texx, the 4.09m FMs are considerably different from the 4.10 FMs.

Can link my report if you wish..via pm. ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 18, 2013, 11:26:37 AM
i'm talking about 4.10 fm, FM is objectively unrealistic, basic data are wrong too

post me your report if is about 4.10 ;)

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 19, 2013, 03:42:48 AM
Guys, i had to make a FM close to the real, not a FM that people like because is funny

4.10 FM, for example, is heavily overmodelled from the point of wiew of acceleration and climb rate

this because trust is more than reality and fuel weight is too low

so my A4 will have worse acceleration and worse climb rate
 
and the same will be on turns
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on October 19, 2013, 06:21:07 AM
PS:
Carry on, sorry if my 1st post was read as insulting.
Short on time here.
Chrs
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on October 21, 2013, 05:47:16 AM
1st edited then deleted my posts.

No insult intended.
I respect CWatson's work on FMs and when I write he does some cool stuff I mean that.
In the context it sounded weird, admitted.
Here's my apology.
Carry on.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on October 21, 2013, 06:24:55 AM
PS:
I wanna say something in general:
1st
I'm not a native English speaker
2nd
Often I type my responses quickly in between other activity.

As for the A-4s, I like them, the work Texx did, what CWatson put on top and my criticism at free-il2 and elsewhere was meant constructive.


Thor.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on October 23, 2013, 04:19:18 PM
A-4 flight model at first post   ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tran Long on October 25, 2013, 05:10:17 AM
Is there anyone still have the A-7 mod?
                            Thanks
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: sphantom on October 25, 2013, 05:18:24 AM
Is there anyone still have the A-7 mod?
                            Thanks
I do
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tran Long on October 25, 2013, 05:19:41 AM
Could you upload it? Please
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: sphantom on October 25, 2013, 05:23:32 AM
Could you upload it? Please
no e-mail me and I will send it to you not near my main computer right now and in the subject line put in a7
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on November 06, 2013, 09:39:18 AM
Good day..
I promised CWatson to give the new A-4 FM a test as well and cross compare as good as I can, only so far was offline and off town again and will check it tomorrow. ATM I get back to speed with my internet stuff.
Just one thing: This FM is exclusively for 4.10? I tried it in 4.09m before I left and had no joy getting it in.
Thanks for a reply Vega..

Chrs

Tom
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 07, 2013, 04:22:32 AM
only 4.10
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on November 07, 2013, 05:08:07 AM
OK, thanks, will test soon . :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tran Long on November 16, 2013, 09:25:50 PM
Dear Vega
A-7's work on 4.12.2 but the A-7E doesn't show up
Could you fix it?
                                 Thank
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tran Long on November 16, 2013, 10:34:55 PM
A-4 Plane.ru
Skyhawk-A4B      A-4B Skyhawk, 1956
Skyhawk-A4E      A-4E Skyhawk, 1961
Skyhawk-A4F      A-4F Skyhawk, 1966
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on November 18, 2013, 05:35:30 AM
OV-1 and OV-10 fitting 4.12.2 patch (with new LAU-130 HYDRA 19x launcher 3D and colors)
http://www.mediafire.com/download/wj82ju9l4lg5yb4/OV_4122patch.ZIP

fix
-main gear rotation
-missing LAU-130 loadout
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on November 18, 2013, 05:45:21 AM
Thanks western for the OV fix!

You're my hero!

All the very best!

walter
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on November 18, 2013, 05:46:19 AM
Dear Vega
A-7's work on 4.12.2 but the A-7E doesn't show up
Could you fix it?
                                 Thank


I have all them working flawless in 4122+530+27....

....can you post the log of the error....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 20, 2013, 08:36:08 AM
WIP on A4 skyhawks

testing new loadouts on A-4B, also MER pylons for 6 x Mk81 in wing inner and historical heavy load with 20xmk81 or 12Mk81+8xMk82

i had to fix drag for bombs and pylons, maybe i had to cut drag for some stuffs

then i will build a proper fm for each variant
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on November 20, 2013, 11:42:54 AM
Hi Vega !!!! thanks for your great work !! But I have a question. Where can I find the link of the A4 Skyhawks ? Maybe I'm blind but I didn't see it on sas1946 website  :D
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Telmo on November 20, 2013, 11:52:25 AM
Don't worry I found it  :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on November 21, 2013, 12:44:16 AM
A couple of things about Skyhawk , don't know if anyway correcthed or known:

1) I tested your previous FM and got hard taking off;
2) B version have only 3 hard point (1 underbelly and 1 under each wing).
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 21, 2013, 06:24:43 AM
2) B version have only 3 hard point (1 underbelly and 1 under each wing).

yes i know, and i'm building loadouts on 3 attach points only

the problem is that i cannot cancel external pylons because they are in 3D
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CWatson on November 21, 2013, 09:56:11 PM
the problem is that i cannot cancel external pylons because they are in 3D

 If you go to 3do/plane/multi1 folder you will find the heir him file.
Go down to where the pylon entries are.

If it looks something like this:

[pylon1]
Mesh pylon1
Parent WingLOut_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 0 0 0

Change to this:
[pylon1]
Mesh pylon1
Parent WingLOut_D0
Hidden
Separable
Attaching 1 0 0 0 1 0 0 0 1 0 0 0

Do that for each pylon you want to remove.


CW
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 22, 2013, 04:42:48 AM
oh tnx!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 22, 2013, 04:56:20 AM
the problem is that i cannot cancel external pylons because they are in 3D

 If you go to 3do/plane/multi1 folder you will find the heir him file.
Go down to where the pylon entries are.

If it looks something like this:

[pylon1]
Mesh pylon1
Parent WingLOut_D0
Separable
Attaching 1 0 0 0 1 0 0 0 1 0 0 0

Change to this:
[pylon1]
Mesh pylon1
Parent WingLOut_D0
Hidden
Separable
Attaching 1 0 0 0 1 0 0 0 1 0 0 0

Do that for each pylon you want to remove.


CW

usually where i can find that string?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 22, 2013, 05:30:54 AM
A-4E taking off at full load

(http://i265.photobucket.com/albums/ii206/Fuzz77/A-4E1_zpscd9191fe.png) (http://s265.photobucket.com/user/Fuzz77/media/A-4E1_zpscd9191fe.png.html)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on November 22, 2013, 06:00:18 AM
Hi!

You can find the hier.him into Skyhawk folder/3do/plane/Skyhawkxxx

Open it with txtpad....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 22, 2013, 07:13:04 AM
Hi!

You can find the hier.him into Skyhawk folder/3do/plane/Skyhawkxxx

Open it with txtpad....

grazie!  :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on November 22, 2013, 08:01:26 AM
Hi, Vega.

In your editing A-4 Skyhawks,
can you edit AAM-9 shoot codes as JetEra1.3 +SAS Engine v2.7 style?

Now, A-4 seems to be JetEra1.1 style codes,
so we have to push fire-button twice to release AAM-9 on JetEra 1.3.

and if you can... I hope...
in loadouts having 2 or 3 missiles / rockets , make using SAS Engine new function "select Missle/Rocket" key.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tran Long on November 22, 2013, 08:04:34 AM

I have all them working flawless in 4122+530+27....

....can you post the log of the error....
Reinstalled and I got it, thank you
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 22, 2013, 08:39:29 AM
Hi, Vega.

In your editing A-4 Skyhawks,
can you edit AAM-9 shoot codes as JetEra1.3 +SAS Engine v2.7 style?

Now, A-4 seems to be JetEra1.1 style codes,
so we have to push fire-button twice to release AAM-9 on JetEra 1.3.

and if you can... I hope...
in loadouts having 2 or 3 missiles / rockets , make using SAS Engine new function "select Missle/Rocket" key.

no problem  for Engine 2.7 codes, but....

how can i change JE 1.3 codes?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on November 22, 2013, 10:00:58 AM
how can i change JE 1.3 codes?

add 2 lines.

1 is guidedMissileUtils.onAircraftLoaded(); in public void onAircraftLoaded()

Code: [Select]
    public void onAircraftLoaded()
    {
        super.onAircraftLoaded();
.
.
        if(Config.isUSE_RENDER())
        {
.
.
        }
        guidedMissileUtils.onAircraftLoaded();
    }

another is guidedMissileUtils.update(); in public void update(float f)
Code: [Select]
    public void update(float f)
    {
        guidedMissileUtils.update();
        super.update(f);
.
.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 26, 2013, 07:18:23 AM
NEW A-4 Skyhawks mod at first post!!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on November 26, 2013, 07:34:22 AM
Vega, it works in SAS MA 5.3, for 4.12.2m, Thank You Sir!

(http://www.sas1946.com/images/imageshit/a/img849/4163/jg3c.jpg)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on November 26, 2013, 08:10:34 AM
Thanks for this great work aroun mate!

Those planes are very important for me!

One of my older (and better build) model kit I realize many years ago was a Scooter!

The loadouts options are simply....neverending!

A great THANKS from the deep of my heart!

And....CONGRATULATION for this shining return in action!

BUT....I NEED TO APOLOGIZE BECAUSE:

I know that you'll hate me because after the release of a new mod asking for more isn't polite but when I think about them I remember that the Scooters was also employed to make buddy-buddy refuel....and since atm we can only count over slower Skyraiders and KB-29 I was wondering if an AI refueler could be done....

All the very best!

walter
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on November 26, 2013, 08:29:45 AM
I try to install New A-4 patch.
But I can't understand enough about version-up, how to rename and copy folders and air.ini entries...

folders names don't  match to original A-4 folders and also air.ini ?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on November 26, 2013, 08:36:49 AM
Western, just drop Vega's Folder    A4-Skyhawks   into your Mods/#SAS/DBW  Folder and your game will load his Fixes.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on November 26, 2013, 09:14:33 AM
Vega, your Chopper Fixes are working in MA 5.3 as well,

(http://www.sas1946.com/images/imageshit/a/img853/461/3ovc.jpg)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: gianluca on November 26, 2013, 10:09:07 AM
Hi Vega, with this new patch (to put in #DBW and overwrite existing A4-Skyhawks folder) I get a 70% ctd... No clue on what could the cause be: without the patch, needless to say, the game runs ok.

Best regards,

Gianluca
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 26, 2013, 11:21:45 AM
BUT....I NEED TO APOLOGIZE BECAUSE:

I know that you'll hate me because after the release of a new mod asking for more isn't polite but when I think about them I remember that the Scooters was also employed to make buddy-buddy refuel....and since atm we can only count over slower Skyraiders and KB-29 I was wondering if an AI refueler could be done....

i was thinking to do this too ;)

maybe i will add a new refuel variant
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 26, 2013, 11:23:01 AM
Hi Vega, with this new patch (to put in #DBW and overwrite existing A4-Skyhawks folder) I get a 70% ctd... No clue on what could the cause be: without the patch, needless to say, the game runs ok.

Best regards,

Gianluca

log?

otherwise, try to copy all files into folder and paste into default A-4 folder overwriting
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on November 26, 2013, 11:25:52 AM
Vega, did you change classnames of several A-4s?

It needs air.ini rewrite, I think.

only folder copy, nothing new in work.
old classfiles call old FM.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 26, 2013, 11:29:29 AM
Vega, did you change classnames of several A-4s?

It needs air.ini rewrite, I think.

only folder copy, nothing new in work.
old classfiles call old FM.

no classname changed ;)

classfiles now call new FMs ;)

it is only for DBW and don't require new air.ini
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on November 26, 2013, 11:35:25 AM
no classname changed ;)

classfiles now call new FMs ;)

it is only for DBW and don't require new air.ini

Sorry.
NOW, I understand all.

I installed non-DBW version on 4.12.2+SASModAct5.30.
Next, I will install DBW version and test yours.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: gianluca on November 26, 2013, 01:47:08 PM
Hi Vega, here an extract from my log:
"FlightModels/A4B.fmd:Skyhawk_FM is being loaded from File: Skyhawks_fm Error loading FM called FlightModel/A4B.fmd:Skyhawks_FM ! It cannot be loaded from skyhawks_fm File".  This was the reason of your 60 or 70% ctd.   FM Loading Genera Exception! Warning, the FlightModel/A4B.fmd:Skyhawks_FM cannot be loaded from skyhawks_fm File.

More or less the most important part of the log I think

Gianluca
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 26, 2013, 04:51:27 PM
this mod is only for DBW, your log have a sense if you have installed the A-4s in a "no DBW" mod folder

so, with DBW i cannot explain that
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on November 27, 2013, 12:13:26 AM
hi  vega!

Its working for me except the LAU Rocket loadouts, I see the rockets in QMB but I don't see the launchpod, and when I try to load the skyhawk with Lau loadouts I get a mission failed null error.


I'm using DBW 1.71 with 4.101 ( the LAU 61 pods have the problem)


( The Lau rocket pods are working with the skyraiders)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 27, 2013, 01:50:34 AM
maybe you need some classfile

for example, do you have F-4 installed?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: gianluca on November 27, 2013, 02:05:01 AM
this mod is only for DBW, your log have a sense if you have installed the A-4s in a "no DBW" mod folder

so, with DBW i cannot explain that

Idid bother you for no reason vega sorry. I had a  folder named !FM with a Skyhawks_FM inside, that is the reason for the ctd.....

Best regards,

Gianluca
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on November 27, 2013, 02:52:08 AM
maybe you need some classfile

for example, do you have F-4 installed?

Of course I have, I have all the jet era planes.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on November 27, 2013, 03:09:55 AM
@Mad026 and Vega.

I found Pylon_LAU61 class and its 3D data in my IL-2 folder.
That's inside AH-1 Cobra.

...and now AH-1 isn't be able to download,
here is a cut-out of Pylon_LAU61
http://www.mediafire.com/download/aoi7knwil25o5p8/PylonLAU61_BY_GJE52.zip
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on November 27, 2013, 03:43:04 AM
thanks I will test it soon!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on November 27, 2013, 03:51:14 AM
thanks for that western, It's working now!!!!

and thanks for this great loadout mod vega!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on November 27, 2013, 04:08:17 AM
Yes Thanks Western I was looking for that Mod for my Cobra.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 27, 2013, 05:08:30 AM
mmmm....i will release an update in future with LAU61 inside
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BT~wasted on November 27, 2013, 09:05:26 AM
Big thanks for this update, Vega!

Tested them yesterday and everything works very well.

P.S. That LAU-61 pod is courtesy of GJE52 :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on November 28, 2013, 03:47:54 AM
Installed and got all working flawless in my 4122+53+27 plus JW 1.33 installation with all jest and choppers installed inside!

Yes is a Vietnam era dedicated installation!

Only noticed a little issue in the E version:

4xNapalm+bomb repeated 2 times and 6xNapalm+bomb show only 4 Napalm bombs....

Apart this the bird is quite good and reactive!

Dreaming about the AI buddy buddy.....mainly for the A7 as historically the take-off with few fuel and heavy loadout , then air refuel before start dancing with charlie!!!

Thanks for your work around!

walter
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on November 28, 2013, 11:25:24 AM
sem that i had to fix fuel consumtion of A-4s

o tested combat radius and check that i can reach a target distant max 900 km with 6MK82 + 2xDroptanks instead 1100 in RL

same problem with only internal fuel, can't excede 480 km of radius with 6x Mk82 instead over 550

i will fix it in next update

tell me if i had to change smth more
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: J.j. on December 01, 2013, 01:22:32 PM
Since installing the update for the Skyhawks, I lost nearly all loadouts for the jets F-8/F-4 /A-7 and so on... I have DBW 1.71 installed + Jetwar 1.33 (I've made the update), and all the jets were up to date and working before that?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 08, 2013, 03:12:04 AM
At first page! A-4 Skyhawks mod upgrade!!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on December 09, 2013, 03:50:40 PM


(http://www.sas1946.com/images/imageshit/a/img4/3522/by55.jpg)

(http://www.sas1946.com/images/imageshit/a/img577/8923/lflo.jpg)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 10, 2013, 03:44:17 AM
nice pics Bravo!!

now i'm converting my game at 4.12.2

then i have some wip

1) will release an upgrade for F-8 crusader with small modify in .emd file and fixed drag for some stores for realistic combat radius;

2) A-7 Corsair II with modified FM, different java engine code and java works by Western 221 for refueling

3) fixed FM for SM81 Pipistrelloby Dreamk
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on December 10, 2013, 04:05:16 AM
Will you also update the SM.81 to 412 standards?

If so:

T H A N K S ! ! ! !
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on December 10, 2013, 07:54:22 AM
Awesome news Vega.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on December 11, 2013, 05:24:04 AM
Thanks Vega. :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 17, 2013, 02:43:36 PM
UPGRADED CRUSADER PACK AT FIRST POST !
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on December 17, 2013, 02:50:20 PM
Thank You Mr. Vega :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 20, 2013, 04:21:10 AM
WIP loadouts mod for A-1 Skyraider


(http://i265.photobucket.com/albums/ii206/Fuzz77/A-11_zps074ea189.png) (http://s265.photobucket.com/user/Fuzz77/media/A-11_zps074ea189.png.html)

(http://i265.photobucket.com/albums/ii206/Fuzz77/A-12_zps001f6496.png) (http://s265.photobucket.com/user/Fuzz77/media/A-12_zps001f6496.png.html)

according with this official source ;)

http://www.alternatewars.com/SAC/A-1H_and_J_Skyraider_SAC_-_1_July_1967.pdf
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 23, 2013, 10:43:53 AM
i'm working also on A-1 skyraider flight model

i'm changing fuel consumption and lift to allow it to reach realistic combat radius with right cruising altitude
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on December 23, 2013, 11:32:53 AM
Very cool Vega, thats great news.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 23, 2013, 05:38:55 PM
i'm testing a 450 km radius mission with 12Mk82 SnakeEye + 1 hour loiter near target + reserve after Landing
 
170 knots at 5000 feet cruising altitude

4 hours of mission......  fortunately we have x8 lol
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 25, 2013, 06:17:16 PM
at first post my small Christmas present 8) :)


A-1 Skyraider loadouts mod and FM
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on December 25, 2013, 06:49:48 PM
Thanks Buddy!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on December 26, 2013, 12:36:22 AM
Thanks mate!

I whish you an Happy Xmas time!!!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 27, 2013, 03:29:53 PM
at first post

upgrade for A-1 Skyraiders and F-8 Crusaders

all with new autopilot!!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on December 28, 2013, 03:10:58 AM
These are wonderful news, grazie mille Vega.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 28, 2013, 06:49:37 AM
at first post, now A-4 too have autopilot   ;) 8)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on December 28, 2013, 07:21:11 AM
at first post, now A-4 too have autopilot   ;) 8)

Amazing Work vega!

you can put a bombsight like A-7 Corsair II in A-4? It is more easier to bombing  ;D
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: western0221 on December 28, 2013, 07:39:29 AM
at first post, now A-4 too have autopilot   ;) 8)

Amazing Work vega!

you can put a bombsight like A-7 Corsair II in A-4? It is more easier to bombing  ;D
Is your request historic one?

I like both historic MOD and non-historic "for fun" MOD.
But I think that... releasing MODs mixing historic and non-historic in 1 topic - is bad.
It's better to separate topics/releases 1 is only historic, another is non-historic "for fun".
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on December 28, 2013, 09:27:04 AM
at first post, now A-4 too have autopilot   ;) 8)

Amazing Work vega!

you can put a bombsight like A-7 Corsair II in A-4? It is more easier to bombing  ;D
Is your request historic one?

I like both historic MOD and non-historic "for fun" MOD.
But I think that... releasing MODs mixing historic and non-historic in 1 topic - is bad.
It's better to separate topics/releases 1 is only historic, another is non-historic "for fun".

i think it too

A-4 have a basic autopilot similar to F-8 and A-1, it can fix only alt and direction .....but not have bombsight

Then, also the Bombsight of the A-7 is not historical as look, but it replace in game a sistem that work such as the new Su-25 mod, so the function is historical, but not the 3d (same for F-4 phantom)

i want to release only historical mod here
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on December 28, 2013, 04:04:52 PM
Thanks for the A4 update!

Any chance to add the probe in the cockpit view?

Is a bit a bet refuel atm....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Draken on January 01, 2014, 01:36:47 AM
Thanks for these upgrades .
-But there is something wrong with your A-7 flight model :
When landing gear down and flaps down , it is very difficult to control the plane because sometimes it bends suddenly right side or left side , whiwh seems to be very unrealistic .

-does your upgrade for A-7 also include LODs fix ?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 01, 2014, 06:31:12 AM
maybe you land too fast......
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Batbomb on January 01, 2014, 08:59:50 AM
I landed the A-7 quite a few times. It's no big deal really if you are experienced with landing jets.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on January 02, 2014, 03:13:13 AM
hi Vega,  Itried your SM81 fm updtate, and it caused me 60% ctd,  ( DBW1.71 4.101)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 02, 2014, 04:23:03 AM
log?

do you delete previous FM files and overwrite all java files?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Mad026 on January 02, 2014, 05:09:20 AM
Well I didn't deleted the previous FM I just overwrited all the files, at least this method worked with all your previous mods,



The log file, I didn't keep it because I can't copy it into the codebox here, because the codebox works only in preview mode, but I learned how can Iread it, and it showed an error when it tried to load the sm81 fm file.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 02, 2014, 01:09:40 PM
Greetings Vega, now that you've changed the F-100 so good, and when you've finished some of your projects, do you think you could take a look to the Cougars' FM for 4.12, please?

They roll and yak fine, but their pitch is terrible...

Thanks in advance
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 02, 2014, 01:37:37 PM
4.12 change in bad elevators response for all planes.....

i'm here to fix all the things you need about FM's....so i will fix cougars too

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 02, 2014, 02:26:44 PM
That's excellent news! Thank you very much!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 03, 2014, 05:11:24 AM
Hi Vega, I'm unable to fly the updated F-100s, getting a 30% crash.

Running 4.12.2+MA5.3+JW1.33

Error on Log:
Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.F_100.<init>(F_100.java:224)
at com.maddox.il2.objects.air.F_100D.<init>(F_100D.java:16)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1644)
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)

And with the old FM I'm still getting an instant explosion with the Daisy cutters.

Any ideas?

Grazie
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 03, 2014, 06:52:52 PM
do you have the engine mod 2.6 or 2.7?

strange.... seem that it don't depends by my mod because i don't touch the javaclass F_100D but only the F_100

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 03, 2014, 06:54:49 PM
Engine Mod 2.7
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 03, 2014, 06:58:55 PM
reading your log seem that error in F_100.class is here "lLight.setColor(1.0F, 1.0F, 1.0F);"

it tell nothing to me.....

strange........really i don't know what happen
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 04, 2014, 07:36:38 AM
at first post, modified link for F-100

this should fix previous problems
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 04, 2014, 08:26:10 AM
Now the F-100D flies like a charm, thank you Mr. Pirlo.

The F-100F flies harder but I guess it has something to do with my copilot dougnuts' excess.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on January 04, 2014, 11:09:43 AM
F-8 crusader used AIM-9C in RL?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 04, 2014, 11:35:06 AM
Hi Vega!

Many thanks for the updates!  :)

One thing though:
with some of this January updates we lost what Paulus did
to have openCanopies in 4.12:
http://www.sas1946.com/main/index.php/topic,37193.0.html (http://www.sas1946.com/main/index.php/topic,37193.0.html)
or are I am wrong?  :(
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 04, 2014, 11:47:06 AM
Hi Vega!

Many thanks for the updates!  :)

One thing though:
with some of this January updates we lost what Paulus did
to have openCanopies in 4.12:
http://www.sas1946.com/main/index.php/topic,37193.0.html (http://www.sas1946.com/main/index.php/topic,37193.0.html)
or are I am wrong?  :(

ouch!!

i forgot this!!

maybe i had to ask paulus......
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 04, 2014, 11:52:34 AM
Super!  :)

I asked becasue I can't overwrite your FMs with his,
this would disable what you did or simply would not work.  :-\
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on January 04, 2014, 11:58:30 AM
Thanks for asking Gerhard, Iv the same problem.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 04, 2014, 12:54:29 PM
just sent a PM to Paulus about that
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Paulus on January 05, 2014, 04:16:57 AM
Hi Vega,
All you have to do is change CCockpitDoor parameter to 2 in your flight models.
Please see detailed explanation in this post: http://www.sas1946.com/main/index.php/topic,37193.msg410705.html#msg410705
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 06:18:21 AM
at first post, F-8 with Paulus hotfix + Radar mod
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on January 07, 2014, 07:06:03 AM
Vega, Im getting 70% CTD

my log:
Main begin: PlMisStatic: Outer class 'vehicles.stationary.CandCJET' not found
java.lang.RuntimeException: PlMisStatic: Outer class 'vehicles.stationary.CandCJET' not found
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 07, 2014, 07:09:19 AM
I think that the new radar only works if you have C&C mod, am I right Vega?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on January 07, 2014, 07:25:42 AM
I added the C&C and got same error.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 07:27:15 AM
Think yes.....

I remember that i've put CAND
CJet into pack
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 07:44:14 AM
I added the C&C and got same error.

ok, later i will check files into pack

now i can't
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on January 07, 2014, 08:00:50 AM
Ok, its no rush Vega.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 09:15:31 AM
who have same Bravo's problem?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 07, 2014, 09:24:51 AM
I do, but I ain't using C&C. Is it possible to update without it?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 09:37:02 AM
so it works only with stock C&C installed?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 07, 2014, 09:51:00 AM
who have same Bravo's problem?

Vega, I have the same 70% CTD like Bravo.

so it works only with stock C&C installed?

I have CY6 C&C v3.031 in my 4.12.2, MA5.3, Engine-Mod 2.70
but this doesn't work.  :(

I am not sure if this is the version you mean.
So, wich version is "stock" C&C?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 09:56:20 AM
Vega, its like the game is not seeing    'vehicles.stationary.CandCJET'   like a class file is missing, or something else is missing.

ok, maybe

1) or i forgot to put classfile into the folder

2) C&c objects needs a different folder
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 07, 2014, 10:06:43 AM
please do not forget my question Vega:  :)

what do you mean with "stock" C&C mod?
wich version?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 11:21:53 AM
I mean the 3.31 from CY6


download the file at first post, i've changed smth ;)

test and tell me!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 07, 2014, 03:11:12 PM
Had no luck, same 70%. :(

I tried every possible installation, with and without C6C mod v3.031,
took Marios orig packand pasted your mod in, doesn't help. 

maybe there is something wrong with the entry?
Quote
AN/APQ-94(F-8)    vehicles.stationary.CandCJET$APQ94Unit 2
is it correct to have the slash here?: AN/APQ-94(F-8)
and:
in wich section of stationary.ini do you have this line?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 04:29:48 PM
Code: [Select]
Siren                 vehicles.stationary.Siren$SirenCity         1
SearchlightManualBlue vehicles.lights.Searchlight$SL_ManualBlue   1
RadioBeacon           vehicles.radios.Beacon$RadioBeacon          2
RadioBeaconLowVis     vehicles.radios.Beacon$RadioBeaconLowVis    2
Meacon                vehicles.radios.Beacon$Meacon               1
YGBeacon              vehicles.radios.Beacon$YGBeacon             1
LorenzBLBeacon        vehicles.radios.Beacon$LorenzBLBeacon       2
LorenzBLBeacon_LongRunway        vehicles.radios.Beacon$LorenzBLBeacon_LongRunway      2
LorenzBLBeacon_AAIAS  vehicles.radios.Beacon$LorenzBLBeacon_AAIAS      1
Radio_BBC             vehicles.radios.Beacon$Radio_BBC            1
Radio_Honolulu        vehicles.radios.Beacon$Radio_Honolulu       1
Radio_Moscow          vehicles.radios.Beacon$Radio_Moscow         1
Radio_Suomen_Yleisradio        vehicles.radios.Beacon$Radio_Suomen_Yleisradio       2
Magyar_Radio          vehicles.radios.Beacon$Magyar_Radio         2
Radio_Roma          vehicles.radios.Beacon$Radio_Roma        2
Grossdeutscher_Rundfunk          vehicles.radios.Beacon$Grossdeutscher_Rundfunk         2
Radio_Tokyo  vehicles.radios.Beacon$Radio_Tokyo 2
Radio_Paris  vehicles.radios.Beacon$Radio_Paris 1

BarrageBalloon_600m  vehicles.aeronautics.Aeronautics$BarrageBalloon_600m  1
BarrageBalloon_1200m vehicles.aeronautics.Aeronautics$BarrageBalloon_1200m 1
BarrageBalloon_1800m vehicles.aeronautics.Aeronautics$BarrageBalloon_1800m 1
BarrageBalloon_2400m vehicles.aeronautics.Aeronautics$BarrageBalloon_2400m 1

ObservBalloon_30m vehicles.aeronautics.Aeronautics$ObservBalloon_30m 2
ObservBalloon_60m vehicles.aeronautics.Aeronautics$ObservBalloon_60m 2
ObservBalloon_90m vehicles.aeronautics.Aeronautics$ObservBalloon_90m 2

CampfireAirfield vehicles.stationary.Campfire$CampfireAirfield 0

Smoke1           vehicles.stationary.Smoke$Smoke1       0
Smoke2           vehicles.stationary.Smoke$Smoke2       0
Smoke3           vehicles.stationary.Smoke$Smoke3       0
Smoke4           vehicles.stationary.Smoke$Smoke4       0
Smoke5           vehicles.stationary.Smoke$Smoke5       0
Smoke6           vehicles.stationary.Smoke$Smoke6       0
Smoke7           vehicles.stationary.Smoke$Smoke7       0

Smoke18           vehicles.stationary.Smoke$Smoke18       0
Smoke19           vehicles.stationary.Smoke$Smoke19       0
Smoke20           vehicles.stationary.Smoke$Smoke20      0
Smoke21           vehicles.stationary.Smoke$Smoke21       0
Smoke22           vehicles.stationary.Smoke$Smoke22       0

Smoke8           vehicles.stationary.Smoke$Smoke8       0
Smoke9           vehicles.stationary.Smoke$Smoke9       0
Smoke10           vehicles.stationary.Smoke$Smoke10       0
Smoke11           vehicles.stationary.Smoke$Smoke11       0

Smoke23           vehicles.stationary.Smoke$Smoke23      0
Smoke24           vehicles.stationary.Smoke$Smoke24       0
Smoke25           vehicles.stationary.Smoke$Smoke25       0
Smoke26           vehicles.stationary.Smoke$Smoke26       0

Smoke12           vehicles.stationary.Smoke$Smoke12       0
Smoke13           vehicles.stationary.Smoke$Smoke13       0
Smoke14           vehicles.stationary.Smoke$Smoke14       0
Smoke15           vehicles.stationary.Smoke$Smoke15       0
Smoke16           vehicles.stationary.Smoke$Smoke16       0
Smoke17           vehicles.stationary.Smoke$Smoke17       0

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
OBOE(F-4)                        vehicles.stationary.CandCJET$OBOE_F4Unit 2
OBOE(A-7)                        vehicles.stationary.CandCJET$OBOE_A7Unit 2
AN/APQ-109(F-4)                       vehicles.stationary.CandCJET$APQ109Unit 2
AN/APQ-94(F-8)               vehicles.stationary.CandCJET$APQ94Unit 2
RP-21_Sapfir(MiG-21PF/FL/PFM)       vehicles.stationary.CandCJET$RP21Unit 1
RP-22(MiG-21MF/bis)               vehicles.stationary.CandCJET$RP22Unit 1
NAV(F-4/A-7)         vehicles.stationary.CandCJET$F4_A7NavUnit

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 07, 2014, 04:49:01 PM
Quote
OBOE(F-4)                        vehicles.stationary.CandCJET$OBOE_F4Unit 2
OBOE(A-7)                        vehicles.stationary.CandCJET$OBOE_A7Unit 2
AN/APQ-109(F-4)                       vehicles.stationary.CandCJET$APQ109Unit 2
AN/APQ-94(F-8)               vehicles.stationary.CandCJET$APQ94Unit 2
RP-21_Sapfir(MiG-21PF/FL/PFM)       vehicles.stationary.CandCJET$RP21Unit 1
RP-22(MiG-21MF/bis)               vehicles.stationary.CandCJET$RP22Unit 1
NAV(F-4/A-7)         vehicles.stationary.CandCJET$F4_A7NavUnit

Where are those lines from?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 07, 2014, 04:56:45 PM
Quote
OBOE(F-4)                        vehicles.stationary.CandCJET$OBOE_F4Unit 2
OBOE(A-7)                        vehicles.stationary.CandCJET$OBOE_A7Unit 2
AN/APQ-109(F-4)                       vehicles.stationary.CandCJET$APQ109Unit 2
AN/APQ-94(F-8)               vehicles.stationary.CandCJET$APQ94Unit 2
RP-21_Sapfir(MiG-21PF/FL/PFM)       vehicles.stationary.CandCJET$RP21Unit 1
RP-22(MiG-21MF/bis)               vehicles.stationary.CandCJET$RP22Unit 1
NAV(F-4/A-7)         vehicles.stationary.CandCJET$F4_A7NavUnit

Where are those lines from?

(http://i265.photobucket.com/albums/ii206/Fuzz77/Trollface-300x273.png) (http://s265.photobucket.com/user/Fuzz77/media/Trollface-300x273.png.html)































i will provide to release that mods soon ;)

RP21 is already into SAS Mig-21
RP22 is useless because Mig-21 III gen have a proper 3d radar screen
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 07, 2014, 05:22:02 PM
Without C&C

Code: [Select]
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.stationary.CandCJET$APQ94Unit ): com/maddox/il2/objects/vehicles/stationary/CandCGeneric$SPAWN
java.lang.NoClassDefFoundError: com/maddox/il2/objects/vehicles/stationary/CandCGeneric$SPAWN
at com.maddox.il2.objects.vehicles.stationary.CandCJET.<clinit>(CandCJET.java:1340)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: PlMisStatic: class 'vehicles.stationary.CandCJET$APQ94Unit' not found
java.lang.RuntimeException: PlMisStatic: class 'vehicles.stationary.CandCJET$APQ94Unit' not found
at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:666)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Is it possible to use it WITHOUT the C&C, please?

oh, Check PM vega
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 08, 2014, 04:11:41 AM
Without C&C

Code: [Select]
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.stationary.CandCJET$APQ94Unit ): com/maddox/il2/objects/vehicles/stationary/CandCGeneric$SPAWN
java.lang.NoClassDefFoundError: com/maddox/il2/objects/vehicles/stationary/CandCGeneric$SPAWN
at com.maddox.il2.objects.vehicles.stationary.CandCJET.<clinit>(CandCJET.java:1340)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: PlMisStatic: class 'vehicles.stationary.CandCJET$APQ94Unit' not found
java.lang.RuntimeException: PlMisStatic: class 'vehicles.stationary.CandCJET$APQ94Unit' not found
at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:666)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Is it possible to use it WITHOUT the C&C, please?

oh, Check PM vega

i think that without C&C will be difficult and, first of all, useless

C&C have a lot of objects very usefull for jets and postwar era

i mean objects as "Aimpoint", "H2S", "Landing", "Ground Attack", "Dead zone", "RESCAP", "Refuel" and many others 

is a nonsense use C&C_1966 without stock C&C
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 08, 2014, 04:14:54 AM
all members would need to have at least this mod
from BETA "Jet Pack - Phantoms vs Fishbeds":
Il2_1966_C&C#1

But, was this mod ever released to the public?
if not, for any link ask Vega please. See this line:
Quote
i will provide to release that mods soon

when installing this with the entries above no 70%,
and F8 have canopy closed at Carrier start.  :)

Question: are all the other planes up-to-date with this l2_1966_C&C#1
as it was shared in the BETA "Jet Pack - Phantoms vs Fishbeds" or do you have
any newer version?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 08, 2014, 04:29:26 AM
all members would need to have at least this mod
from BETA "Jet Pack - Phantoms vs Fishbeds":
Il2_1966_C&C#1

But, was this mod ever released to the public?
if not, for any link ask Vega please. See this line:
Quote
i will provide to release that mods soon

when installing this with the entries above no 70%,
and F8 have canopy closed at Carrier start.  :)

Question: are all the other planes up-to-date with this l2_1966_C&C#1
as it was shared in the BETA "Jet Pack - Phantoms vs Fishbeds" or do you have
any newer version?

that mod is always the same, no "new entryes" from January 2013

i think, at this point, to release C&C_1966 for "inside C&C 3.31" installation

as for all my other mods
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 08, 2014, 04:40:00 AM
Quote
that mod is always the same, no "new entryes" from January 2013
Thanks for this info Vega!  :)

Quote
i think, at this point, to release C&C_1966 for "inside C&C 3.31" installation
good news!  ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 08, 2014, 06:32:47 AM
check 1st post!!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 08, 2014, 07:29:40 AM
Great!  :)
Just installed, works!
many thanks Vega!

just one question:

in the orig C&C-1966 mod in Jet Fighter BETA there were 3 more entries:
Quote
RP-21_Sapfir(MiG-21PF/FL/PFM)  vehicles.stationary.CandCJET$RP21Unit 1
RP-22(MiG-21MF/bis)  vehicles.stationary.CandCJET$RP22Unit 1
RWR                     vehicles.stationary.CandCJET$RWRUnit

are they obsolet?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 08, 2014, 08:05:12 AM
are they obsolet?

RWR dont works 
RP-21 is already included in plane classfile of SAS Mig-21
RP-22 is useless because Mig-21 III generation already have a proper 3d radar

however, if you want, you can add also that strings because i don't cancelled that objects  ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 08, 2014, 08:15:13 AM
So, if I understood correctly, to fly a Phantom and use the AN/APQ-109 (for instance) you need to create a mission, place the AN/APQ-109 object (same color as player aircraft) anywhere and then when flying the radar will be functioning, is this correct?

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 08, 2014, 08:39:28 AM
So, if I understood correctly, to fly a Phantom and use the AN/APQ-109 (for instance) you need to create a mission, place the AN/APQ-109 object (same color as player aircraft) anywhere and then when flying the radar will be functioning, is this correct?

yep!!

build an historical mission over Vietnam or Middle East with all objects (using also stock C&C) is very funny

if you have QMBPro by PAL you can create a Quick with all objects you need for fast game ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 08, 2014, 11:51:37 AM
Great release mate!

I hate to admit that I'm still rebuilding the air.ini (and plane.ini and weapon.ini) of my 410 installations atm....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 09, 2014, 08:48:34 AM
Then you did something wrong Guy. :-\
I have both the Phantoms and the Crusaders closing their canopies
while carrier AI start....  :-X
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 09, 2014, 10:30:18 AM
I'm seeing it like Mr Bigfoot, IA taking off with open canopies.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Draken on January 09, 2014, 11:14:27 AM
i'm here to fix all the things you need about FM's....

Roger !
Could you please fix the fast overheating engines of F-4 Phantom II in 4.12.2 + ModAct 5.30 + Jetwar 1.33 , please ?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 09, 2014, 12:56:13 PM
a new (big) upgrade for F-4 phantoms is on the way, and it will have my new FM with all 4.12 hotfix

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 09, 2014, 01:56:10 PM
That's great, Vega. Could you look at the select missiles option? It will be very handy when firing sparrows or sidewinders.

Thank you!

And perhaps, and old mod which might deserve your craftsman hand would be the Thunderstreak/thunderjet.

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 09, 2014, 03:45:29 PM
next F-4 will have for sure weapons selector and realistic autopilot

F-84F??

where i can download it?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 09, 2014, 03:52:45 PM
http://www.sas1946.com/main/index.php/topic,38757.msg431378.html#msg431378

However I have two problems: 1) Dunno who's the author and 2) seems that there's some Landing gear error with 4.12
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 09, 2014, 03:56:40 PM
no readme....no string to add.......how install it?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on January 09, 2014, 04:09:36 PM
no readme....no string to add.......how install it?


Code: [Select]
Air ini
F84F1_Thunderstreak  air.F84F1 1                           NOINFO  usa01 SUMMER

Plane Ru
F84F1_Thunderstreak  F-84F-1 Thunderstreak, 1953

Weapons Ru

#####################################################################
# F84F1
#####################################################################
F84F1_Thunderstreak.default                        Default
F84F1_Thunderstreak.02x500lbs                      2x500lbs Bombs
F84F1_Thunderstreak.02x500lbs+02x250lbs            2x500lbs Bombs + 2x250lbs Bombs
F84F1_Thunderstreak.02x1000lbs                     2x1000lbs Bombs
F84F1_Thunderstreak.02x1000lbs+02x250lbs           2x1000lbs Bombs + 2x250lbs Bombs
F84F1_Thunderstreak.02x500lbs+08xHVAR              2x500lbs Bombs + 8x5"HVAR
F84F1_Thunderstreak.02x75gal_napalm+08xHVAR        2x75gal Napalm + 8x5"HVAR
F84F1_Thunderstreak.02x75gal_napalm+02x250lbs      2x75gal Napalm + 2x250lb Bombs
F84F1_Thunderstreak.20xHVAR                        20x5" HVAR Rockets
F84F1_Thunderstreak.02xTinyTim                     2xTinyTim
F84F1_Thunderstreak.02xTinyTim+08xHVAR             2xTinyTim + 8x5"HVAR
F84F1_Thunderstreak.02x230gal_tank                 2x230 gal. Droptanks
F84F1_Thunderstreak.none                           Empty
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 09, 2014, 04:14:08 PM
oh tnx!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 10, 2014, 03:24:41 AM
who's the author and

The Author of first F-84 is Flakiten.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 10, 2014, 06:05:58 AM
i'm working also on F-84 family

i had to fix combat radius and cruise speed, so i had to modify FM

i had to add some loadouts more

maybe i will fix also F-84F
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tran Long on January 10, 2014, 10:09:43 PM
Hello Vega
Could you fix the MiG-19S FM too, Please?
It losts speed too fast when Flaps are extended, and rolls left when you fly at 270-280km/h with landing flaps.
                                                                                                                   Sorry for my English, Thanks :-X
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Draken on January 11, 2014, 04:50:10 AM
i'm working also on F-84 family
maybe i will fix also F-84F

There is an issue with the landing gear , too ... ( here in 4.12.2 + ModAct 5.30 + Jetwar 1.33 )
(http://i55.servimg.com/u/f55/13/06/62/68/f84rf_g10.jpg)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 11, 2014, 05:08:13 AM
you mean F-84G or F?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Draken on January 11, 2014, 05:27:46 AM
The F-84F Thunderstreak .
 ( Sorry , I did not notice that the link  for picture does not work in my previous post )

(http://i55.servimg.com/u/f55/13/06/62/68/f84f_g11.jpg)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 11, 2014, 05:58:26 AM
OK!

let's see what i can do ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 11, 2014, 10:27:02 AM
(http://i265.photobucket.com/albums/ii206/Fuzz77/F-84F_zpsf4851f08.png) (http://s265.photobucket.com/user/Fuzz77/media/F-84F_zpsf4851f08.png.html)

this plane have He-162 FM  ???

.......obviously i will fix it too and release all with F-84G in one pack
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: sphantom on January 11, 2014, 03:59:41 PM
Im not having any luck with any of the new Mods here. If I use Crusaders off of a Carrier, my game CTD at 100% Mission Launch, if I use F-4's, they take off with canopies open.

This Mod's are like any others I installed, "correct and properly" But no Joy as for now.

Will try another time.
Bravo
I have all the mods and for some reason I do not have your problems. ether e-mail me your sas folder for 412.2 with what you have installed and I will match it with mine and see what the diff. is. and will let you know
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Draken on January 12, 2014, 05:05:09 AM
That was fast done !
Notice also that the F-84 F has a different shape from the G , especially canopy and rudder .
The F is also longer and taller than the G .
(http://i55.servimg.com/u/f55/13/06/62/68/f-84_g10.png)

(http://i55.servimg.com/u/f55/13/06/62/68/f-84f_11.png)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: steven197106 on January 12, 2014, 10:45:05 AM
Vega Could you include RAF,Royal Navy, loadout  on the F-4 aswell, Mk 13 1000lb bomb part of the meteor F8
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Gerax on January 12, 2014, 11:26:16 AM
Guy, I send you a PM within the next ten minutes.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 12, 2014, 12:17:13 PM
I have also tested the new F4 , A4 and F8 and all have the canopy opened at carrier take off in my installation (4122+5.3+2.7)....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on January 12, 2014, 01:16:58 PM
Walter, it appears we are missing a vital Mod in our install.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 12, 2014, 02:18:06 PM
I can't understand which mod is missing!

If the canopy open/closed is managed from the last Anto's SAS_JET WAR 1956_Core_v133 beta x 4122 v20131110 and SAS_Engine_Mod v2.7_20131109 by adding the fast jet code in the FM management adding the correct string should solve the issue....

Moreover even the modified FM for the closed canopy don't work for me....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on January 12, 2014, 02:38:43 PM
For me either Walter, all of my Planes are taking off with open canopies. Iv tried just about every thing.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: sphantom on January 12, 2014, 05:26:32 PM
Gentlemen
Along with my install when I started adding jets started with the originals and allowed over writes like the f4/f4 for jetwar 1.1 and so on.
Bravo
I will look a little deeper see if I can find why my canopies are closed on land / air before take off unless I want it open
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 12, 2014, 11:41:45 PM
The last public version of the F-4 family was the 1.3....

....the Vega/Western version is labeled 1.4 (you should also add the new 412 FM)....

....can you try to test on them please?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: sphantom on January 13, 2014, 12:30:14 PM
The last public version of the F-4 family was the 1.3....
....the Vega/Western version is labeled 1.4 (you should also add the new 412 FM)....
....can you try to test on them please?

I have all the latest and neatest installed on all the jets on land/carriers canopies are closed on my plane and the a1 planes
bravo I noticed that you do not have any l159/l139 jets
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on January 13, 2014, 12:40:01 PM
Yes, I added it, still have all open canopies on Carrier take off. Iv just about gave up on this, have to settle for open canopies.

Glad they dont tare of during catapult.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 13, 2014, 02:25:07 PM
I have all the latest and neatest installed on all the jets on land/carriers canopies are closed on my plane and the a1 planes
bravo I noticed that you do not have any l159/l139 jets

Can you post a shoot of your mods folder please?

I'm sure that something is causing the issue should be configuration related....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 13, 2014, 04:15:28 PM
@ sphantom

I FIND THE CULPRIT!!!

You have added the beta SAS_Engine_2.7_patch_western mod that change :

Quote
I changed Maneuver.class and Gear.class.
Now carriers' catapults work as powerful to heavy jets at all Jets airctafts not only F9F panther.
Full-load F-80N can take-off easily from carriers.


If I will be given a time (about 10 days?),
I want to make catapult codes in Gear.class more inteligent.
In today's Gear.class , very similar catapult codes appear twice (1st catapult and 2nd catapult).
I think that they will be merge to ONE using Array and for() loop.

And about this Benitomuso also wrote:

Quote
Thanks for the update Western. I will test it.

But: changing the code you suggest doesn't change the stock code structurein that section? The big problem with this, even when there are tens of classes of the game that could be programmed diferently and more efficiently, when a new version of the game appears, everything has to be reprogrammed over the changed code.

Something as the Gear.class, for each of us that would program it from scratch, for sure will be ending in a different structure, conception and operational logic. So, perhaps the less subjective improvements the more standardized code we have.

Just my opiniĆ³n.

So in conclusion:

1) You haven't a vanilla Engine mod but a not common and modified one;
2) This update isn't neither fully merged in Anto original one nor supported from Anto or Western in a full merged beta test version.
3) With this mod included my planes can't take off from older Essex class carriers as can do before;

I specify that I'm not writing against Western or Vega because their development work is really useful and invaluable , I'm only asking to specify the version of the various mod you have....and keep trace of their modification!

Create for a mod in devlopment and beta test dedicated multiple folder with specific file inside and with a specific loading order is a useful way to keep a visual trace of all what your mods folder allow to run in your IL2 version!

BTW my test configuration (and obviously loading order) is:

0_0_0_SAS_Engine_Mod v2.7 Western patch x 20131109
0_0_0_SAS_Engine_Mod v2.7_20131109
0_0_0_SAS_JET WAR 1956_Core_v133 beta x 4122 v20131110
9_J_5_F-4 B-D-E-J Phantom II v1.40 beta by Vega
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: sphantom on January 14, 2014, 11:57:55 AM
Forgot on how to do a picture mussy brain
!0000_countermeasures
!sas_engine_mod
_00_f-4 phantom II
_00_f-4_weapon
_0_gje52_arms
+0000_cy6_command_and_control_v3.031
00000_000_noopencanopya1
0000_new_arms_by_gje52
000_1956_core_v13
c&c_1966
In that order plus remember I overwrote instead of deleting
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on January 14, 2014, 01:46:07 PM
and where can western's patch be found, please?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 14, 2014, 01:49:52 PM
Beta test....not yet available atm because need full integration with Anto mod....

....and also some fine tuning for carrier T/O canopy behaviour....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 15, 2014, 10:01:55 AM
0_0_0_SAS_Engine_Mod v2.7 Western patch x 20131109
0_0_0_SAS_Engine_Mod v2.7_20131109
0_0_0_SAS_JET WAR 1956_Core_v133 beta x 4122 v20131110
9_J_5_F-4 B-D-E-J Phantom II v1.40 beta by Vega

9_J_5_F-4 B-D-E-J Phantom II v1.40 beta is by Western, i'm only helping him with FM and other stuffs
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Whiskey_Sierra_972 on January 15, 2014, 11:30:20 AM
I know!

I was only specifying that I wasn't writing nothing against you and Western but only reporting that the opening canopy issue is inside the public Anto's Engine Mod and that Western test fix is working , so users that have such issue should wait Western debugging that is in the next future.

Maybe the only thing that I miss is to specify that atm the western patch and Pahntom 1.4 are in the development and debugging phase before the public release so not yet available!

BTW check your PM....
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BT~walker on January 19, 2014, 04:24:24 AM
Vega, thank's for your work.
Here are some remarks / ideas (don't consider requests) from my experience with Jet Era/4.12.2m/ModAct :

- GCI object of C&C doesn't work (though with shift+tab, I see java functioning but no messages in screen). It also conflicts with F-4 radar causing CTD (MDS missions only tested).
- Whould it be possible to add Countermeasures mod to A-7 & F-4 ?....
- Whould it be possible to add paratroopers as load to franken C-130 ? (It would be nice for some missions)

I have a large #SAS folder with many fine working jets & jet era ships. For some reason, I get A-7 with only default arms & F-4 with reduced arms (up to AGM65's).
Though at initial install (before adding too much staff), I had complete armament... After that, made many test with new SAS folders from start, but no luck...
Anyway, if Pablos DBW for 4.12, ends up ok, this issue may be resolved.

Cheers !
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: MarvinT on January 20, 2014, 12:03:37 PM
A thank you Sir, for your FM upgrades ( 4.12 ) for the F-100D, and the F8.  They (your FMs ) made my 4.101m setup more compatible, meaning almost all jet aircraft now function without crashing the game / 4.10 -4.11 aircraft etc. except the A7 which is not upgraded ( yet ).  I also have a 4.12 setup in which all the Jet aircraft work F4s A7s F8s new  MiG21s as they are.  All load-outs show and work well . I experiment with 4.12  patched aircraft with your FMs and find that they work well in 4.101m and the SA-2 and Nike missiles now home in before I get to fire an Aim 9D. As stated above the F-100D can now turn with The MiG-19 . Again thank you for your time and work.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: jef on January 23, 2014, 10:53:39 AM
Hi,
I am looking for the whole F-8 Crusader pack_Mario71 to fit loadouts of the F4 Phantom but without success.  :(
Could anyone help me ?  4.12.2/SAS Mod5.3.
Thks in advance.

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 23, 2014, 07:06:46 PM
very strange walker....i will test better if it happen in my game too

jef, download the weapons pack in F-4 main topic
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: jef on January 24, 2014, 11:59:55 AM
Thanks a lot Vega, i will try   ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on February 06, 2014, 04:20:38 PM
at first post new SAS Mig-21 FM
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: BravoFxTrt on February 06, 2014, 04:24:56 PM
Thank You Vega.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on February 06, 2014, 04:57:10 PM
Puh, that was about overdue. :P  :)
 :P
Cheers
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on February 06, 2014, 05:50:29 PM
Much better, in 3 flights only one fuselage rip off and only after high speed dive interception.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Bison_M on February 08, 2014, 01:00:36 PM
Many thanks for Mig-21 FM! ;D

Regards

Bison
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on February 13, 2014, 04:45:32 PM
at first post, F-8 Crusader upgrade with very interesting new features!!
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on February 13, 2014, 04:54:09 PM
Yesss!!! ;D
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Casper on February 14, 2014, 12:43:05 PM
Thank you for these awesome mods  :)
May i ask if we can still expect an autopilot for the third gen fishbeds? :)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on February 14, 2014, 12:54:49 PM
sure!  ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: max_thehitman on February 14, 2014, 02:08:37 PM

Thank you once again Vega!
Great mod and very useful too!

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Tofolo on February 14, 2014, 02:26:10 PM
Vega, does the new F-8 require any additional mod? I cannot see the full loadout list (none of the AGMs are displaying). Last weapon in the list is 8xMK82SnakeEye+8xZuni.

Nevertheless the autopilots work fine.

Log does not show anything strange.
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on February 14, 2014, 04:21:29 PM
Vega, does the new F-8 require any additional mod? I cannot see the full loadout list (none of the AGMs are displaying). Last weapon in the list is 8xMK82SnakeEye+8xZuni.

Nevertheless the autopilots work fine.

Log does not show anything strange.

+ 1
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on February 14, 2014, 05:30:37 PM
ok guys, i will see what happen! ;)
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: CALINHO on February 15, 2014, 10:31:08 AM
Vega, is possible load F-8 with AIM-9C? Jetwar have this AAM

Wikipedia pic of Crusader: (Top: AIM-9A; Bottom: AIM-9C)

(http://upload.wikimedia.org/wikipedia/en/9/9a/Sidewinder_1A%2B1C.jpg)

The AIM-9C is on the upper rail and the 9D on the lower.

(http://4.bp.blogspot.com/-PWLP5arL6yk/UVey3wgG-KI/AAAAAAAAE6c/c4C9jJAEshs/s640/AIM-9C+and+D+Sidewinders+F8U+right+side+web.jpg)

Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Dahlberg on March 10, 2014, 12:44:31 PM
How do get all the fancy stuff at the bottom like in your screenshots?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~GJE52 on March 24, 2014, 08:06:08 AM
Hi,

I am running:

4.12.2m + SASModAct5 + JetEra1.33 + SAS Engine MOD v2.7

 I have loaded the Skyhawks and added your upgrade but do not get the full loadout options, have I missed something ?

G;
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Dahlberg on March 28, 2014, 12:20:01 PM
Am I supposed to these upgrades to the mods folder or to the mod itself? :-\
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on March 29, 2014, 11:20:35 AM
Dahlberg:
As for the Mig-21 new FM file, use it (after backing the old one up) to overwrite the one in the "Mig-21" mod folder.
I assume same for all new files, in the dedicated mod folder or as the naming convention suggests.
E.g. a folder with various FM files in it would rather go straight into the "Mods" / "#SAS" / "#DBW" folder.
A singular fix rather into the dedicated mod...
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: wagslead on April 14, 2014, 08:04:22 AM
S! Vega, (edited this after further investigation - please excuse my earlier confusion.)

SAS~Monty27 suggested I visit your thread here and I am so pleased that he did so!  I have recently implemented Monty's TFM-412 and believe it is almost like a new sim when compared to earlier versions of IL2 (and I have used them all over the years).  I mentioned to Monty that some of the FM's for the jets were not very realistic, hence his direction to me that I visit this thread.

I would like to assist in remedying FM issues in several jet aircraft in TFM-412.  (Edit: After reviewing the FM files for the A-4 and F-8 a/c in TFM-412, I found that your FM's are already there.  I must assume that the same is true for the other jets.  Would you consider some input to these FM's from someone with a fair amount of actual time in them?) 

For example, the A-4 FM misrepresents actual speedbrake operation for the various A-4 versions - i.e. the speed brake deploys automatically between between 400 and 500 KIAS depending on model.  This did not occur in the real a/c.  There was no auto deployment of the speedbrake on any of the many fighters I flew.  There are also flying qualities and performance issues with the F-8's, F-86's, the F-4's and probably others as well. 

I hope I can speak with a bit of authority as I have over 4,600 hours in jet fighters, including 2,000+ in various F-4 versions and 1,000+ hours in several A-4 models.  I flew the F-4 for two tours during Vietnam and was an experimental test pilot for the USMC (F/A-18) in the last four years before I retired.  I was privileged to fly a wide variety of a/c during my 26 years in the cockpit, although some instances were just evaluations with fewer than 10 hours in each type.)

If I can be of any help, please let me know.  I can assist those who know how to modify FM files by then evaluating those modifications against real a/c performance, but I am hopeless at writing code. Someone more knowledgeable than me (such as you are!) needs to do the actual FM development.  Just as when I was a real test pilot, I can evaluate the result of the real engineering work and suggest next steps.

I'll continue to check this thread as I truly appreciate what you and others here are doing to make the more modern a/c perform as they should.

S!

Wagslead
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: wagslead on April 15, 2014, 01:28:18 PM
Further edit to my previous post: I failed to mention that the speedbrake on the A-4 Skyhawk does not include spoilers deploying on top of the wing and flaps deploying to full down as well as the actual (realistic) speedbrake located well aft of the wing on either side of the fuselage.  I can't even imagine what the deceleration would be like with deployment as depicted in the current A-4 FM at 400 to 500 KIAS.  Suffice it to say it would be like heaving out an anchor and line attached to a motorcycle doing 60 mph.

I would love to see this and other FQ&P issues addressed and am willing to do whatever I can to assist to achieve that end.

Thank you,

Wagslead
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: SAS~Tom2 on May 17, 2014, 06:54:24 PM
Wagslead, your fighter jet vita and listed planes flown are nothing short from the most impressive I've read over my past 6 years of forum activity. Sadly enough this sim has its limits, and modern jets beyond the Korean era are one of these limits, as far as realism is concerned (IMO). Glad to have you on the forum! We have a few more ex military pilots here BTW.
IMHO to date the best modelled Mach 1+ capable jets are the Mig-21 family jets.

Cheers


Tom
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: trockengranulat on May 18, 2014, 04:53:56 AM
is the fix for the f 100 suber sabre only provisionally because it was urgently needed, or makes it the plane so realistic as possible?
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: 4S_Vega on January 20, 2015, 08:03:28 AM
hi all!

i'm back and now i should have enough time to dedicate to modding

i should start with FM (overheat and drag) fixing for 4.12
Title: Re: Vega's WorkShop: Loadouts & Flight Models
Post by: Draken on February 03, 2015, 05:23:01 PM
hi all!

i'm back and now i should have enough time to dedicate to modding

i should start with FM (overheat and drag) fixing for 4.12
Thanks !
I noticed that MiG-21 MF and MiG-21 bis overheat fast at full throttle , while other versions of MiG-21 do not overheat  ( tested in TFM 412 ) .