Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Aircraft => Jets => Topic started by: Ranwers on December 22, 2012, 03:34:57 PM
-
(https://www.sas1946.rocks/images/imageshit/img22/8796/meteorsq.jpg) (https://www.sas1946.rocks/images/imageshit/download/22/meteorsq.jpg)
New 3D models with own FM.
Diff_FM mod required.
First remove any previous Meteor Mods
=========== AIRPLANE =============
DOWNLOAD >Meteors (Updated 12-Aug-13) (https://www.mediafire.com/?cynuu4agn0ulhe2)
===============================
*For 4.101 Users, rename any classfiles starting with a "-" to enable bombs and prevent loadout errors*
======== Updated FMs for 4.122m ========
DOWNLOAD >Updated FMs for 4.122m (https://www.mediafire.com/?jihr9tpwbmg5caw)
===============================
============= SKINS =============
DOWNLOAD >Meteors 2048 skins (https://www.mediafire.com/?i1brepww7cpfzpb/)
===============================
Who don't want use 2048 skins then please resize to 1024 - 8 BPP.
air.ini
MeteorF3 air.MeteorF3 1 NOINFO gb01 SUMMER
MeteorF4 air.MeteorF4 1 NOINFO gb01 SUMMER
MeteorF8 air.MeteorF8 1 NOINFO gb01 SUMMER
=======================================================
plane_ru.properties
MeteorF3 Meteor Mk.III, 1944
MeteorF4 Meteor F.4, 1945
MeteorF8 Meteor F.8, 1948
=======================================================
weapons_ru.properties
#####################################################################
# MeteorF3
#####################################################################
MeteorF3.default Default
MeteorF3.droptank 1x 180gal Droptank
MeteorF3.3xdroptank 1x 180gal + 2x 100gal Droptanks
MeteorF3.2x500 2x 500lbs MC Bombs
MeteorF3.2x500_droptank 2x 500lbs + 1x 180gal
MeteorF3.2x1000 2x 1000lbs MC Bombs
MeteorF3.2x1000_droptank 2x 1000lbs + 1x 180gal
MeteorF3.8xRP3 8x RP-3 60lbs Rockets
MeteorF3.8xRP3_droptank 8x RP-3 60lbs + 1x 180gal
MeteorF3.16xRP3 16x RP-3 60lbs Rockets
MeteorF3.16xRP3_droptank 16x RP-3 60lbs + 1x 180gal
MeteorF3.8xRP3_25 8x RP-3 25lbs Rockets
MeteorF3.8xRP3_25_droptank 8x RP-3 25lbs + 1x 180gal
MeteorF3.16xRP3_25 16x RP-3 25lbs Rockets
MeteorF3.16xRP3_25_droptank 16x RP-3 25lbs + 1x 180gal
MeteorF3.none Empty
#####################################################################
# MeteorF4
#####################################################################
MeteorF4.default Default
MeteorF4.droptank 1x 180gal Droptank
MeteorF4.3xdroptank 1x 180gal + 2x 100gal Droptanks
MeteorF4.2x500 2x 500lbs MC Bombs
MeteorF4.2x500_droptank 2x 500lbs + 1x 180gal
MeteorF4.2x1000 2x 1000lbs MC Bombs
MeteorF4.2x1000_droptank 2x 1000lbs + 1x 180gal
MeteorF4.8xRP3 8x RP-3 60lbs Rockets
MeteorF4.8xRP3_droptank 8x RP-3 60lbs + 1x 180gal
MeteorF4.16xRP3 16x RP-3 60lbs Rockets
MeteorF4.16xRP3_droptank 16x RP-3 60lbs + 1x 180gal
MeteorF4.8xRP3_25 8x RP-3 25lbs Rockets
MeteorF4.8xRP3_25_droptank 8x RP-3 25lbs + 1x 180gal
MeteorF4.16xRP3_25 16x RP-3 25lbs Rockets
MeteorF4.16xRP3_25_droptank 16x RP-3 25lbs + 1x 180gal
MeteorF4.none Empty
#####################################################################
# MeteorF8
#####################################################################
MeteorF8.default Default
MeteorF8.droptank 1x 180gal Droptank
MeteorF8.3xdroptank 1x 180gal + 2x 100gal Droptanks
MeteorF8.2x500 2x 500lbs MC Bombs
MeteorF8.2x500_droptank 2x 500lbs + 1x 180gal
MeteorF8.2x1000 2x 1000lbs MC Bombs
MeteorF8.2x1000_droptank 2x 1000lbs + 1x 180gal
MeteorF8.8xHVAR 8x HVAR 5-inch Rockets
MeteorF8.8xHVAR_droptank 8x HVAR + 1x 180gal
MeteorF8.8xRP3 8x RP-3 60lbs Rockets
MeteorF8.8xRP3_droptank 8x RP-3 60lbs + 1x 180gal
MeteorF8.16xRP3 16x RP-3 60lbs Rockets
MeteorF8.16xRP3_droptank 16x RP-3 60lbs + 1x 180gal
MeteorF8.24xRP3 24x RP-3 60lbs Rockets
MeteorF8.8xRP3_25 8x RP-3 25lbs Rockets
MeteorF8.8xRP3_25_droptank 8x RP-3 25lbs + 1x 180gal
MeteorF8.16xRP3_25 16x RP-3 25lbs Rockets
MeteorF8.16xRP3_25_droptank 16x RP-3 25lbs + 1x 180gal
MeteorF8.24xRP3_25 24x RP-3 25lbs Rockets
MeteorF8.8xRP3_Mk5 8x RP-3 Mk.5 60lbs Rockets
MeteorF8.8xRP3_Mk5_droptank 8x RP-3 Mk.5 60lbs + 1x 180gal
MeteorF8.16xRP3_Mk5 16x RP-3 Mk.5 60lbs Rockets
MeteorF8.16xRP3_Mk5_droptank 16x RP-3 Mk.5 60lbs + 1x 180gal
MeteorF8.24xRP3_Mk5 24x RP-3 Mk.5 60lbs Rockets
MeteorF8.8xRP3_Mk5_25 8x RP-3 Mk.5 25lbs Rockets
MeteorF8.8xRP3_Mk5_25_droptank 8x RP-3 Mk.5 25lbs + 1x 180gal
MeteorF8.16xRP3_Mk5_25 16x RP-3 Mk.5 25lbs Rockets
MeteorF8.16xRP3_Mk5_25_droptank 16x RP-3 Mk.5 25lbs + 1x 180gal
MeteorF8.24xRP3_Mk5_25 24x RP-3 Mk.5 25lbs Rockets
MeteorF8.none Empty
=============================================================================
skin folders:
MeteorF3
MeteorF4
MeteorF8
Static
******************
* STATIONARY.INI *
******************
[Self_StationaryPlanes]
MeteorF3 vehicles.planes.MeteorStatic$MeteorF3 1
MeteorF4 vehicles.planes.MeteorStatic$MeteorF4 1
MeteorF8 vehicles.planes.MeteorStatic$MeteorF8 1
****************
* TECHNICS.INI *
****************
//===================================================================
//
// Self Stationary planes
//
//===================================================================
[MeteorF3]
Description MeteorF3
Icon Plane
Class air.MeteorF3
PanzerType Car
PanzerSubtype 4
PanzerBodyFront 0.004
Explode WagonMetal
[MeteorF4]
Description MeteorF4
Icon Plane
Class air.MeteorF4
PanzerType Car
PanzerSubtype 4
PanzerBodyFront 0.005
Explode WagonMetal
[MeteorF8]
Description MeteorF8
Icon Plane
Class air.MeteorF8
PanzerType Car
PanzerSubtype 4
PanzerBodyFront 0.006
Explode WagonMetal
Update Patch 20171031
https://www.mediafire.com/file/5x1okp31m9ba4zf/Meteors_patch_20171031.rar
it update FM and Java for all variants, and have F2 version
add this string
MeteorF2-40MV air.MeteorF2_40 1 NOINFO gb01 SUMMER
link for BAT update
https://www.sas1946.com/main/index.php/topic,57018.0.html
By:
Loku and Ranwers
Revised loadouts and new RP-3 rockets by SAS~Anto
Thanks to:
1C for code
GJE52 for 3D MB Seat
SAS~Anto for help with eject seat
Epervier for static planes
Crazyflak for class of Mk.III
Enjoy
-
WOW!
Tnx Ranwers!!
-
WOW!
I can't believe it!
But it's only 23 december....now I must wait two days before install this amazing Christmas present!!!!
Thanks for the new great mod maestro!!!
All the best!
walter
-
WOW!
I can't believe it!
But it's only 23 december....now I must wait two days before install this amazing Christmas present!!!!
Thanks for the new great mod maestro!!!
All the best!
walter
Yeah right............... like were gonna believe that..........
Thanks for the release, now I can get some testers for the campaign..
Cheers...
Hoss
-
WOW!!!!
They look great and fly great :D
These were the first planes , wich i flew wit my new Joystick.
Thanks for making this great mod
-
AMAZING!
Thank you very much!
-
Thank´s
-
Amazing Work!
Thank you Ranwers! :)
-
Wonderful!!
-
Very nice, you've outdone yourself Ranwers :)
-
This is Great Many thanks
-
Ranwers,
Thanks for the pre-Christmas surprise :). Looks great!
Cheers,
Riptide
-
Very Very Awesome Rawners ;D :D
Thanks muchly for the near Christmas gift.
Sure will be flying these babies and switching to the HD mod again just to fly them ;D :D
Awesomely great work ;D
Kirby
-
Ranwers, thanks for the swell gift. However I have no sound. Did I miss something?
-
Ranwers, thanks for the swell gift. However I have no sound. Did I miss something?
Me too
-
Ditto on sound with this version, the others worked fine Ranwers.
F3 has external sound, the F4/8 have attenuated internal and zero external sound.
Cheers
Hoss
-
I'm sure it's only a small problem that'll be fixed soon. Great a/c! Thanx for sharing.
-
Thank you 8)
-
Ranwers, you are the master! A zrillions thanks!
-
Ranwers
Many thanks!
-
Ranwers & Loku, you RULE! ;D ;D ;D
Korea 1951 - here we come!!!
-
Many thanks, Master!!!! 8)
-
Nice work Ranwers hope you can fix that sound bug.
P.S. will there be a weapon and drop tank payloads up-date on the mk.VIII?
(http://www.aviastar.org/gallery/012/012_8.jpg)(http://www.aviastar.org/gallery/012/012_11.jpg)
RAAF Korean War payloads
8 x Mk.8 60lb Warhead Rockets
8 x NAPALM head rockets
2 x 1,000lb Bomb 4 x 60lb Warhead Rockets
(http://www.meteorflight.com/wps/meteor.nsf/historic/77sqn_raaf_korea.gif)
http://www.awm.gov.au/exhibitions/korea/movies/f07536.mov
-
Great work as usual
Thanks master!!
-
WOW man!!! That´s absolutely great!!
Thank you for your hard work to put the F4 out before Christmas.
Merry Christmas!
-
Amazing, Wonderful, I have no words !!!!!
Dude, you made a amazing work !!! 3 planes !!
Thank you a lot, it's just a fucking Christmas gift :)
-
As always Great work !!
THX a lot man !
Sweet Christmas gift ;D
Doc
-
Except the sound problem other peoples mentioned, these babies are just great ! Thanks, guys ! And I hope the sound bug will be fixed soon, even if I can live without...
I installed them in my DBW installs.
-
Thanks Ranwers, they work in SAS ModAct 4.0
(https://www.sas1946.rocks/images/imageshit/img585/2329/23122012170815.jpg)
-
Thanks Ranwers, they work in SAS ModAct 4.0
EDITED !
Do you get sound? I get none in DBW & UP3, only the Mk3 has external sound. Or did he fix and I missed that post.........
-
Amazing Work! Thank you very much ! 8)
-
Hoss no sound here either, still trying to figure it out.
-
I think we all miss sound, the message are given, to all bug reporters, If you want to post a bug report make sure it is not mention before. this topic is going to be big and I do not fancy cleaning the tread too often. Read tread before posting
-
Nice work Ranwers hope you can fix that sound bug.
P.S. will there be a weapon and drop tank payloads up-date on the mk.VIII?
RAAF Korean War payloads
8 x Mk.8 60lb Warhead Rockets
8 x NAPALM head rockets
2 x 1,000lb Bomb 4 x 60lb Warhead Rockets
+1 - In fact, it could carry up to 16 rockets (which you can see in that bottom photograph). They would have used the 'classic' RP-3 60lbs, as well as the Mk I 25lbs. Later on, they would have used the Mk. 5 motors with those warheads too. As for bombs, they would have carried either 2x 500lbs MC or 2x 1000lbs MC.
Ranwers, if you wish to use those loadouts, please feel free to borrow the weapons from the JetWar pack :)
-
+1 - In fact, it could carry up to 16 rockets (which you can see in that bottom photograph). They would have used the 'classic' RP-3 60lbs, as well as the Mk I 25lbs. Later on, they would have used the Mk. 5 motors with those warheads too. As for bombs, they would have carried either 2x 500lbs MC or 2x 1000lbs MC.
Ranwers, if you wish to use those loadouts, please feel free to borrow the weapons from the JetWar pack
+1,000,000
Holiday Cheers.............
Hoss
-
Ho ho ho!
Thanks Ranwers, Loku and all involved!
This is great Xmas gift!
Ps. What more except resolution should I change to get complete 1024x1024 skins (I am using Irfanview)?
Thank You and Merry Xmas!
-
change size first 2048x2048 pixels ---> 1024x1024
Then change color depth 16Mbit to 256 bit
It's easier to use PSP than Irfanview for that
-
Yay and argh as you released this the day I left for holiday, now I have to wait untill new year to download :'(
-
Tks for your work.
The F3 has no external sound in version 409.
No alarm.
The F4/F8 are not converted in 409.
I am looking for ...
-
Really excellent work Ranwers, a great Christmas present.
Many thanks for yet another great mod.
regards
slipper
-
Guys if you download the the 4.10 FM from https://www.sas1946.com/main/index.php/topic,28617.msg303305.html#msg303305 Im not sure if the 4.09 one works but I get sound with the F3 only. Kind of negates having the Meteor Pack installed though.
-
Thanks, Ranwers. One more d/l to add to my to do list when I get back to Korea.
cheers
David Prosser
-
Guys if you download the the 4.10 FM from https://www.sas1946.com/main/index.php/topic,28617.msg303305.html#msg303305 Im not sure if the 4.09 one works but I get sound with the F3 only. Kind of negates having the Meteor Pack installed though.
Test 409 Rebels !
Bizarre, as this is bizarre...
Placing the former external FM, everything is correct.
But the engine overheating... :D
-
Outstanding Master Ranwers, thank you very much to you and all those involved in this beauty. 8)
Wishing you all the very best, Pete. ;D
-
Huge thanks Ranwers :)
-
Ranwers,
Dzwiek silnika nie dziala. Mam DBW 1.71 i silnik milczy. O to idzie caly szum jak cos.
-
You could ask some of his testers for the FM file from the test pack, you can put that in and you get sound back and working ejection seats.
I'm sure they are out there somewhere. Send em a PM and see if they will send it to you
Cheers
Hoss
-
Lack of sound is caused by realistic high RPMs of the Dervent engine used for Meteors.When you start engines you can hear them but above 5K RPM sound is gone, its caused by lack of proper engine sound preset values for high RPMs.I m trying to fix it but it may take a while.When it be done there will be an update.
-
big thanks for the christmas prezzie, guys! :D
-
Sound patch on first page - thanks Loku !
-
Yeah nice !!! Now we have a sound engine. Thanks Loku and Ranwers :)
Do you think it's possible to make the Meteor sound compatible with the UV3 to have a best realistic immersion ?
Thanks again and Merry Christmas :)
-
Thanks, guys ! Now, the mod is complete ! Took the Meteor for some V-1 interception (as it has historically used)... a joy to fly !
-
Ranwers,
Thank you again for the Meteor Pack :)! Excellent work!
Cheers,
Riptide
-
Yeah nice !!! Now we have a sound engine. Thanks Loku and Ranwers :)
Do you think it's possible to make the Meteor sound compatible with the UV3 to have a best realistic immersion ?
Thanks again and Merry Christmas :)
Sorry if I sound rude, but soo often modders get asked to make their mod compatible with UV3 and personally know I am sick of hearing it. Indeed it is a popular mod but it is not their job to ensure compatibility with it. The Il-2 community agreed many years ago on a common sound matrix which has been stuck to. Really, since Tiger used his own sound matrix, it is up to him to make other mods compatible with his pack.
So look I can understand what you are saying (in some ways akin to saying "will it be HSFX compatible") but modder's can't spend all their time trying make their mods work for EVERY game version. Otherwise (as I've found), you will never have time to make other mods and become stuck in developmental hell.
-
No no don't worry Anto, you are not rude for me. I understand, modders are human not robot, and they have a real life, don't worry :)
I didn't want to offend anyone. I would ask Tiger to make the Meteor compatible :D
Merry Christmas Anto.
-
Thank you Loku and Ranwers for sound, this plane means the world to me. Making this sim so much more complete
-
Great a/c. However still no sound after replacing the sound patch. I get sound when starting the engine, then it fades away. Anyone else have these problems? Runnning DBW 4.71.
Planes handle and look great. It's apparent nothing was spared making these beauties. You've set a high standard for others. Thanx alot.
-
duffys tavern,
The sound patch works for me.
Cheers,
Riptide
-
THANK YOU!!!!
-
Great a/c. However still no sound after replacing the sound patch. I get sound when starting the engine, then it fades away. Anyone else have these problems? Runnning DBW 4.71.
Planes handle and look great. It's apparent nothing was spared making these beauties. You've set a high standard for others. Thanx alot.
it has to be installed correctly to work.....
soooo put the folder Presets INSIDE the Meteors folder
and then put the file meteors inside the meteors folder and let it overwrite....
should be good to go then
pd
-
Merry Christmas to you too Telmo :) Hope he takes it on for you.
-
Great a/c. However still no sound after replacing the sound patch. I get sound when starting the engine, then it fades away. Anyone else have these problems? Runnning DBW 4.71.
Planes handle and look great. It's apparent nothing was spared making these beauties. You've set a high standard for others. Thanx alot.
it has to be installed correctly to work.....
soooo put the folder Presets INSIDE the Meteors folder
and then put the file meteors inside the meteors folder and let it overwrite....
should be good to go then
pd
Thanx for the explanation. Works now.
-
For users 410/UV3 !
External FM for UV3, see here : https://www.sas1946.com/main/index.php/topic,31183.msg331030.html#msg331030
-
Where Do I drop the soundpatch - simply inside the new "Meteors" file?
-
Nice surprise! Many thanks for the new versions! :)
-
I know- I know - stupid question ...but where do I drop the sound patch?One other small question I have the original MkIII already installed.Yesterday I disabled its folder when I added this one,but that seemed to eliminate it from the sime.Once I enabled it again I had all three Meteor models...Any ideas?
Again these are a terrific addition to game & beautifully done! ;)
-
ElmarBoehl
Where Do I drop the soundpatch
where do I drop the sound patch?
Into the folder \meteor,
overwriting the file Meteors
and adding the presets folder. ;)
-
Thanks!
-
Excellent mod, however receiving the following error at 30% mission load (loading aircraft) when attempting QMB with the F8
from log:
08:50] sFMDir = meteors
[23:08:50] s1 = flightmodels/rrderwent.emd
[23:08:50] s = FlightModels/RRDerwent:Meteors.emd
[23:08:50] m_lastFMFile = gui/game/buttons
[23:08:50] getting fm file meteors
[23:08:50] SectFile load failed: null
...
[23:08:50] Cannot load sound preset motor.J47.start.end (java.lang.Exception: Invalid preset format)
[23:08:50] java.io.FileNotFoundException
[23:08:50] java.lang.NoSuchFieldError: printCompassHeading
[23:08:50] at com.maddox.il2.objects.air.CockpitMeteorF8.<init>(CockpitMeteorF8.java:103)
seems to be a cockpit conflict?
Note, this is on hsfx 6.17 expert
-
:o I had not seen this fantastic mod, thanks to all who have made this possible. ;)
-
Great a/c. However still no sound after replacing the sound patch. I get sound when starting the engine, then it fades away. Anyone else have these problems? Runnning DBW 4.71.
Planes handle and look great. It's apparent nothing was spared making these beauties. You've set a high standard for others. Thanx alot.
it has to be installed correctly to work.....
soooo put the folder Presets INSIDE the Meteors folder
and then put the file meteors inside the meteors folder and let it overwrite....
should be good to go then
pd
Thanx for the explanation. Works now.
+1 Thanks for this. This aircraft is the ultimate allied jet of WWII. Cant wait to slug it out with the Reds over the Yalu and the Egyptian Migs over the Sainai.
Thanks sooo much Ranwers, your work is spectacular.
Maico
-
Tanks Ranwers, Excellent plane ! ;D ;D ;D 8) 8)
-
Excellent mod, however receiving the following error at 30% mission load (loading aircraft) when attempting QMB with the F8
from log:
08:50] sFMDir = meteors
[23:08:50] s1 = flightmodels/rrderwent.emd
[23:08:50] s = FlightModels/RRDerwent:Meteors.emd
[23:08:50] m_lastFMFile = gui/game/buttons
[23:08:50] getting fm file meteors
[23:08:50] SectFile load failed: null
...
[23:08:50] Cannot load sound preset motor.J47.start.end (java.lang.Exception: Invalid preset format)
[23:08:50] java.io.FileNotFoundException
[23:08:50] java.lang.NoSuchFieldError: printCompassHeading
[23:08:50] at com.maddox.il2.objects.air.CockpitMeteorF8.<init>(CockpitMeteorF8.java:103)
seems to be a cockpit conflict?
Note, this is on hsfx 6.17 expert
I fixed the 30% crash by replacing ths cockpit folder with the one from this version: https://www.sas1946.com/main/index.php/topic,31183.0.html (https://www.sas1946.com/main/index.php/topic,31183.0.html)
Probably totally the wrong way to do it but it seems to work!
One other thing, in 4.11.1 and HSFX6.17 expert the engines are overheating REALLY fast no matter how gently I open them up and how high my airspeed is.
Is this just because its a 4.10 FM? I seem to remember all the jets overheating really fast before I changed to 4.11.1
-
+1 - In fact, it could carry up to 16 rockets (which you can see in that bottom photograph). They would have used the 'classic' RP-3 60lbs, as well as the Mk I 25lbs. Later on, they would have used the Mk. 5 motors with those warheads too. As for bombs, they would have carried either 2x 500lbs MC or 2x 1000lbs MC.
Ranwers, if you wish to use those loadouts, please feel free to borrow the weapons from the JetWar pack
+1,000,000
Holiday Cheers.............
Hoss
Has there been any interest in continuing this evolution of the Mod?...............
Would love to see this beauty get a healthy ordnance load for Korea and Sinai missions.
Cheers
Hoss
-
Id definately be interested in further development!
-
Since Mk.F8 was used as a fighter-bomber in Korea I'm interested in further development too!!!
-
Compatible with DBW 1.7?
-
Yes
-
Ok thank you !
-
Argentinia Meteors were adapted to attack roles also when we recived the F 86 sabres and where asigned to interception roles...
So would it be to much to ask for soem AG ordinance on the IV's too?
-
I'd offer to do the conversion, but I don't have time.
-
I hope i'm not asking for too much, but how about a Gloster Trent Meteor?
-
Ranwers...Thank You! another great addition to my private airforce
-
I've got the damndest bug now, I can't get any of the Meteor's to ground start now in my DBW install, is there something I'm doing wrong, I loaded them just like I always have and for some reason they just will not start, all the other commands work just fine with it, it will fly from air start.
any Ideas?
Confused
Cheers
Hoss
-
Log.lst Please, Hoss.
-
Yep I can't get it to start anywhere, FMB missions or QMB.. it runs fine from air start
sFMDir = meteors
s1 = flightmodels/rrderwent.emd
s = FlightModels/RRDerwent:Meteors.emd
m_lastFMFile = gui/game/buttons
getting fm file meteors
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:49)
at com.maddox.sound.SoundPreset.get(SoundPreset.java:65)
at com.maddox.sound.SoundFX.<init>(SoundFX.java:47)
at com.maddox.il2.engine.Actor.newSound(Actor.java:658)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:73)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1978)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1940)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2393)
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)
Cannot load sound preset motor.J47.start.end (java.lang.Exception: Invalid preset format)
INTERNAL ERROR: Can't open file '3DO/Plane/SBD-3(USA)/Default.mat'
WARNING: object '3DO/Plane/SBD-3(USA)/Default.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Default.mat'
INTERNAL ERROR: Material: Can't load 'Default.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Default.mat'
at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:342)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:271)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:252)
at com.maddox.il2.objects.vehicles.planes.Plane$SBD3.<init>(Plane.java:1290)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:827)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:1665)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:1700)
at com.maddox.il2.game.Mission._load(Mission.java:475)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$SBD3]
INTERNAL ERROR: Can't open file '3DO/Plane/SBD-3(USA)/Default.mat'
WARNING: object '3DO/Plane/SBD-3(USA)/Default.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Default.mat'
INTERNAL ERROR: Material: Can't load 'Default.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Default.mat'
at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:342)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:271)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:252)
at com.maddox.il2.objects.vehicles.planes.Plane$SBD3.<init>(Plane.java:1290)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:827)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:1665)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:1700)
at com.maddox.il2.game.Mission._load(Mission.java:475)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$SBD3]
Mission: Quick/Solomons_Oct_43/Solomons_Oct_43RedScramble00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
warning: no files : music/takeoff
[16.02.2013 3:03:38] -------------- END log session -------------
-
Did you remove stationary SBD-3, or add it, It must be conflicting classes with your Meteors. If you have, deactivate SBD-3 in your air.ini with // and start from there to find the cause.
-
No I looked in the Stationary and Techniques and the SBD-3 is in there, in the QMB I can turn the engine off but not on.... weird, I can start any other plane I want, it weird.....
what about this part in log file
getting fm file meteors
SectFile load failed: null
Okay, the SBD error is exclusive to the Solomons map, I went to Bessarabia map and I get this log file
ERROR [com.maddox.sound.SamplePool@6ca715] Cannot load sample pool: motor.J47.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java: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)
ERROR [com.maddox.sound.SamplePool@65234b] Cannot load sample pool: motor.J47.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java: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)
ERROR [com.maddox.sound.SamplePool@703cb9] Cannot load sample pool: motor.J47.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java: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)
ERROR [com.maddox.sound.SamplePool@5facb0] Cannot load sample pool: motor.J47.start.end
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:157)
at com.maddox.rts.SectFile.loadFile(SectFile.java:136)
at com.maddox.rts.SectFile.<init>(SectFile.java:108)
at com.maddox.rts.SectFile.<init>(SectFile.java:68)
at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:51)
at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:341)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2021)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1983)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2424)
at com.maddox.il2.game.Mission.loadAir(Mission.java: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)
ERROR [com.maddox.sound.SamplePool@429303] Cannot load sample pool: motor.J47.start.end
Mission: Quick/Bessarabia/BessarabiaRedScramble00.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
warning: no files : music/takeoff
1>mp_dotrange FOE DOT 25.000 COLOR 4.0 RANGE 4.0 TYPE 2.0 ID 1.0 NAME 0.1
1>mp_dotrange FRIENDLY DOT 25.000 COLOR 4.0 RANGE 4.0 TYPE 2.0 ID 1.0 NAME 0.1
1>timeout 60000 file icons.rcu
[16.02.2013 3:41:36] -------------- END log session -------------
-
Did you update your Buttons file? Have you make sure your .RC file ( all Mounted entries ) also if you have #UV3 there is an .RC file in there, Try removing it and see.
-
yeah I have tried a couple of different buttons, killed UV3 flyby and sound mod, killed the engines and hot keys.. and even moved the meteor to the top of the mod folder, and it will just not do an engine start.
Strange as hell
-
Just to verify, you do have the 2 Jet War SFS files, and not just the Place Holders?
sasamt_jetwar_01.sfs @ 201,328 KB
sasamt_jetwar_02.sfs @ 2,723 KB
-
Lol, sorry your DBW not ModAct
-
Hoss, do a search for preset motor.J47 from your DMW Root folder.
-
I'm running DBW 1.7.1, Jet War is hard wired is it not?.............. I don't see those files in SAS_DBW folder or the root folder, where are they located exactly, and I don't see that in the rc file to load them either.
I just checked in my UP3 install and they don't start there either, I'll go check my 4.11.1 Mod Act 4 and see if they work there.....
edit, they don't start in Mod Act 4 either with 4.11.1
-
Do you have: SAS Engine (formerly AI, Engines, Hotkeys & Carriers Mod) v2.6 Release Candidate PUBLIC TEST, or v2.5?
-
It's the new 2.6 not the old 2.5, but like I said it will not do an engine start in DBW, UP3, or Mod Act 4.... I checked my HOTAS commands and it's sending an E, and all other planes start.
-
I just tried the Mig-19S and it won't start either....
-
I have a fairly new DBW, Im going to install these and see if I can replicate.
-
Mine started right up man. Will/can you take a screen shot of your #DBW Folder and post
-
Have you made a search for motor.J47 ??
I have tried to find the search function in the DBW folder but no luck. You saw where Mig 19 wont start either...
-
No No, Make a search in your Games Root folder, or #DBW Folder.
Ok if you searched and results are nill, then you are missing that Engine file motor.J47
-
It's in the preload folder in the DBW/STD
from @preload folder
@preload motor.J47.prs
@preload motor.j47.start.begin.prs
its the same in the Tiger sounds preload folder too.
I have 3 more Meteors and Mig-19S's in the mission and you hear their start up and spool up but not the player aircraft.
I can air start and it works fine, fly by sounds and all with and without Tiger's UV
Perplexed to say the least. The real strange thing is it happens in all my installs. and they are all seperate from each other.
-
Ok try this, Disable your Engine Hot Keys Mod and Install the FiffFm Mod, and see if they start
-
it might just be a corrupted file, maybe that sound. try re-downloading, reinstalling, to see if it persists.
-
I just said the hell with it and reinstalled DBW, and now it works fine.................. of course now I need to redo TFM................... crap!.............
Thanks for the help guys, I appreciate it.
Cheers
Hoss
-
I just said the hell with it and reinstalled DBW, and now it works fine.................. of course now I need to redo TFM................... crap!.............
Thanks for the help guys, I appreciate it.
Cheers
Hoss
Bugger :( I was going to ask if you had both engine 1/2 bound to start up keys. I know it's a basic thing, but maybe you'd hit reset to default in the command keys section or some such.
Glad it was fixed though matey.
-
I tried the engine 1 and 2 settings, but they did not work, I can however start them in Autopilot. When I first started my new DBW pack the Meteor and Mig-19 worked just fine but one of the mods I loaded messed it up again, and like an idiot or 1 D 10 T I forgot to check on it each time I loaded a new mod, which are all ship mods by the way. That makes it even stranger......
Perplexed............again
Hoss
edit: Well Cranial Rectimitus has visited itself upon me again. ??? I went in and checked my CH HOTAS settings and found I had changed it a while back and I didn't need to hit the shift key anymore to select engines 1&2, only 3&4, so when I did that since engines 3 and 4 don't exist on Meteor/Mig-19 I got no HUD message...... so I reached down grabbed myself firmly about the shoulders and pulled like hell. Cranial Rectimitus is cured and I can see the light of day again...... :-\
Happens to the best of us, but more often the older one gets..... ???
-
Well good luck with it Hoss.
-
I have problem with MiG-19 too.
-
Just tried to pick up the Meteors and the D/L's are blocked, skin pack works but the aircrafft and sound packs don't, any chance it can be resset?
Been drooling over screen grabs for a couple of weeks 8)
Craig
-
maybe because you don't have the High resolution skin mod, or your monitor can't use it because it has a lower resolution.
-
Thanks for the Meteors and all those involved, including users like me with an install problem. Working just fine in DBW 1.71 .
Nothing added other than the included sound fix. If this helps:
1. Move the downloaded meteor file to your desktop
2. Move the sound fix folder to your desktop.
3. Remove the preset folder only, from the sound fix folder.
4. Put he preset folder directly int the Meteor folder only ,not the 3DO or mod folder!
5. Now take the remaining Meteors sound fix file from the sound fixfolder( looks like a white card ), and place it into the Meteors folder on your desktop.
6.Allow it to overwrite the pre-installed file in the folder.
7 . Now Place the Meteors folder in your Main DBW or SAS foder and listen to the engines roar. works for me.
-
been a long time since I installed individual a/c and cant remember the process. can someone please give me instructions for installing this to darkblueworld1.71
-
Has there been any interest by anyone in putting ordnance on these birds?.......................
Would go a long way to making them more interesting to use in Campaigns..............
Just wondering!
Hoss
-
got it working :) jeeze that F4 version guzzles it's fuel!
quick question, how many rounds are in the guns, they seem to fire forever!
-
Has there been any interest by anyone in putting ordnance on these birds?
+1
At least for the F-8 because in Korea they were used as fighter-bomber....mainly with rocket BTW....
-
Ive almost got this working. All but the external sound which Im guessing is the sound fix file. Not sure what to do with that.
Any help gratefully accepted !!!
But regardless just wanted to say
AWESOME AIRCRAFT !!!!
Many thanks to creator/s
-
Ive almost got this working. All but the external sound which Im guessing is the sound fix file. Not sure what to do with that.
did you checked the thread for your problem ?
-
Sound Patch should be extracted into the Meteors folder.
One file will be overwritten.
-- At least that is what I did and it seems to work great.
I have the v4.10 version installed in HSFX6 v4.11 with AutoDiffFM by PAL.
Many thanks for this great aircraft Loku and Ranwers.
Ashe
-
Thanks. Ill try that. One last Q. I seem to have lost my skin for the first meteor the 1944 one. It only has a void skin...!? It was working OK? Is there a simple fix.
Again, thanks for help and many thanks for this great MOD a/c.
-
And now the skins back...Ive changed nothing LOL!!!!
-
I'm trying to months to install this marvel, but it is impossible, some kind soul could create a executable patch ? :'(
-
The soundfix patch should be installed in the Meteors folder from MODS(#DBW in my case) folder, right?
-
My fingers are still crossed for some weapons loadout for the Mk.8....
....need to pounder some North Korean positions....
-
My fingers are still crossed for some weapons loadout for the Mk.8....
+1
-
Ordnance would complete this little beauty, I know Anto said he offered his weapons to the Meteor creator, so maybe if he gets time we can see them in the not too distant future. Or if someone who knows how to add Ordnance could get permission from Ranwers to instal them.
+1,000,000
Hoss
-
From me permission is always :)
-
My fingers are still crossed for some weapons loadout for the Mk.8....
....need to pounder some North Korean positions....
+1! Yes, then it would be possible to make a real fun Korea campaign for the Meteor! ;)
-
Ordnance would complete this little beauty, I know Anto said he offered his weapons to the Meteor creator, so maybe if he gets time we can see them in the not too distant future. Or if someone who knows how to add Ordnance could get permission from Ranwers to instal them.
It would take me literally an hour to do this, but as of yet, haven't had an hour spare for many weeks. And when have, other modding projects have occupied my time.
-
My fingers are still crossed for some weapons loadout for the Mk.8....
....need to pounder some North Korean positions....
+1! Yes, then it would be possible to make a real fun Korea campaign for the Meteor! ;)
And the 1956 Sinai
-
It would take me literally an hour to do this, but as of yet, haven't had an hour spare for many weeks. And when have, other modding projects have occupied my time.
Anto, we can wait! You have enough on your plate already, Just knowing that it will come when you find some time is quite enough. :)
-
Sorry for off-topic but Anto, I like your profile picture :D
-
It would take me literally an hour to do this, but as of yet, haven't had an hour spare for many weeks. And when have, other modding projects have occupied my time.
Anto, we can wait! You have enough on your plate already, Just knowing that it will come when you find some time is quite enough. :)
+1
I can surely keep my finger crossed for other 'two weeks'....
-
Anto could you please add Rockets and a coupel of bombs to the F 3 as well please if you find the time? Argentina modified its F3 to a Ground attack role after the F 86 took the role of Air intercep in the 60s. Argentinian Fabrica militra de Aviones FMA added pilons to acomodate rockets and Bombs. Bombs of coure in teh inside of the engines, and rockets on the outside, four per wings FFAR rockets amd M-117 for bombs. Thanks in advanve mate...
-
Only doing the F8 for now.
-
Thanks for arming the F.8....
....not sure if my targets 'll think the same anyway!
:)
-
Only doing the F8 for now.
Yer too easy Anto, I'd a made em sweat it out a bit longer"........................
Glad to hear you're doing this first, thanks m8!
Hoss
-
Part of the reason for only doing the F.8 is that a) I don't have much free time and like to spend it how I wish b) I have no photos or references of the Argentinian F.3
To be frankly honest though, these loadout mods are very easy and are a great project for a beginner modder to start on.
-
I starting modding with Loadout too. :P.
-
(http://i19.photobucket.com/albums/b184/mumblyjoe55/MeteorUpgrade1_zps87d865f0.jpg) (http://s19.photobucket.com/user/mumblyjoe55/media/MeteorUpgrade1_zps87d865f0.jpg.html)
New loadouts added to all models, links going up soon. List of changes include:
- Mk V Hispanos added to F.8. Also corrected ammunition load so top guns carry 200rnds whilst bottom guns carry 190rnds
- F.8 equipped with full historical loadout. This includes additional wing drop tanks, 500lbs & 1000lbs MC bombs, HVAR rockets and RP-3 rockets (60lbs, 25lbs plus later model Mk. 5 motors). I've also included the experimental 24x rocket 'Raptor' loadout.
- F.3 and F.4 also have received new loadouts (this was pretty easy to do as 3D is very similar). Historically both carried additional wing tanks however it was believed both were tested to carry other weapons. In Argentina they were modified to carry a load of weapons. I've simply based these loadouts off the F.8 and they probably are close to what historically was tested/used. However there is sparsity of documentation on these loadouts.
I'll be uploading them tonight, but hope you enjoy them :)
(http://i19.photobucket.com/albums/b184/mumblyjoe55/MeteorRaptor_zpsf160d684.jpg) (http://s19.photobucket.com/user/mumblyjoe55/media/MeteorRaptor_zpsf160d684.jpg.html)
-
They will surely be received well by all of us. I love the Meteor and new loadouts sounds like a great plan!
Looking forward to that Mr. Anto! :)
-
Nice :)
-
Okay new link up :) It includes the previous sound patch in it.
Please make sure though that you download the Weapons Patch. This enables the new RP-3 rockets in the loadouts :)
-
New meteor not work on SAS Modact 5.21 :'(
MK.III not show on aircraft list
F.4 and F.8 loadout are blank
30% CTD on mission loading
One question:
This patch implemented a functional gyro gunsight? the older meteor gunsight are static
-
Did you install the weapons patch?
-
Did you install the weapons patch?
Yes, exactly the instructions from the first page
-
Ahh crap, I know what it is. The 500lbs and 1000lbs MC bombs are from Jet War. I've extracted them and put a link to a new weapons package. That will hopefully solve it.
-
Aw old age/ gray hair/ I forgot
-
Thanks, Anto !
Downloaded and installed the 2 files, and installed them in my DBW. But no new weapons on the loadout menu. Any trouble ? this apart, planes are working OK.
-
Just installed!
1) In my DBW 1.71 and got them working flawless (apart the older bug of explodig AI planes at takeoff when only loaded with a single 180 gal droptank).
2) In my vanilla 412.1 with last 5.21 activator I also have the 30% memory error and CTD at mission loading in QMB:
This is the relative log:
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/RRDerwent:Meteors.emd' is being loaded from File: 'meteors'
FM called 'FlightModels/RRDerwent:Meteors.emd' is being loaded from File: 'meteors'
Flight Model File FlightModels/MeteorF3.fmd:Meteors contains no Mach Drag Parameters.
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
java.lang.NoSuchFieldError: printCompassHeading
at com.maddox.il2.objects.air.CockpitMeteor.<init>(CockpitMeteor.java:103)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3545)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2858)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
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:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-
Thank you very much!
Regards
Bison
-
Another thank you for your time and outstanding work!
-
I've downloaded and installed the new weapons loadouts, but they dont show up on the options lists in FMB. Also, the Self Stationary planes are MIA in the game although they do show up on the View list. I know I screwed something up. Help will be much appreciated.
-
Downloaded new Meteors, weapons patch, and dashed out old Meteors , put the new stuff in, put the patch in over the Meteor file, I only get the drop tanks too.
Hoss
Update:
renamed the file to Air_Meteors to move it higher up the stack, same results no ordnance
renamed the file to _Air_Meteors to move it higher up the stack and it works, there are not may mods from where it was but not sure which one it had a conflict with.
Hoss
-
I use DBW. Same problem. I can only choose 1 or 3 tanks. :'(
-
Ahh bloody hell, forgot that 4.101m doesn't use fuses (I stopped using 4.101m a long time ago). I'll upload another version soon for 4.101m users.
Now for 4.12m users, were the Meteors working prior to this update? Just find it odd that some of you are now get 30% errors and cockpit problems. I haven't touched the cockpits in any way.
-
I have it in DBW Anto, and it works where I have it, but there is some mod I have that messes it up if it's too far down the stack O Mods.............
Cheers
Hoss
-
Ahh bloody hell, forgot that 4.101m doesn't use fuses (I stopped using 4.101m a long time ago). I'll upload another version soon for 4.101m users.
Now for 4.12m users, were the Meteors working prior to this update? Just find it odd that some of you are now get 30% errors and cockpit problems. I haven't touched the cockpits in any way.
In my installation Meteor weapons folder is lower than other weapons so the fuze don't effect the loading....in a DBW installation with some modded weapons added , try to make that folder loading among last....
About 412 I have downloaded only the last and installed it in a vanilla 412 SAS Modactivator 5.21....maybe there is the need of some missing stuff....original Meteors IIRC are released in a DBW environment....
-
For use in 412 with Modact 5.21: Which Diff_FM version would Work?
-
No needs to change the DiffFM , is included in the mod activator!
DON'T USE A DIFFERENT ONE!!!!!
-
Okay everyone, a much friendly version, compatible with 4.101m thru 4.12.1m is available. I have tested it and it all works. A few little tips:
- Remove all previous versions (include HVAR fix)
- For 4.101m users, rename the two classes starting with "-". This will remove the triggers and allow you to use them without a game crash.
Apologies for the mess. My main install is 4.11.1m with JetWar and a whole host of material loaded in background. Some of it has been around since UP2.01 days and I just assume that it is essentially 'stock game material' now, which clearly isn't the case!
-
First test in my 412:
1) Planes loading and show weapon correctly.
2) Since Mk.III don't take off by AI (see point 2 below) and my drive skill are lower I can't exclude that the exploding plane at take off with 180 gal (maybe due a misplaced collision box) is still present....I still explode at take off and message refer to the 180 gal. tank....
Those issue are due new 412 engine management:
1) AI take off impossible even at ACE level due almost immediate overheating.
2) First player take off difficult because due the immediate overheating above 80% power take off run is really long....
-
Overheating is a problem with 4.12.1m, not the Meteors. Almost all jets overheat rapdily from 4.11.1m onwards due to the new engine code
-
Yes mate , I wrote 'Those issue are due new 412' I have now specified that those issue are '....due the new 412 engine management'.
-
Tested in 410 (with the disabled classfiles enabled)
1) Planes load and show weapon correctly;
2) Mk.III still explode at take off with some loadout....and now even the Mk.4....since the message after the explosion report fuel tank on fire and explosion happen with other loadout....atm I'm thinking that if this is due some misplaced collision box or of the 180 gal droptank or of the plane tail that at take off strike the ground causing plane explosion.
3) Mk.8 is flawless....but it have a new tail design....
-
Sorry Walter if I came off as rude, posted that just before I went to bed!
I haven't as of yet seen the explosion on take-off, but it may be due to what you sent. I'll put up the Ranwers signal and see if he can find a solution. Glad to hear though that at least they are all appearing in game with working loadouts :)
-
No problems here, with the 3 versions... but did not try all loadouts yet.
-
In my clean vanilla installation if I try to take off with the F.III with the 180 gal belly tank driven by AI at AVERAGE skill level it explode after rotation....in the same condition F.4 explode with load heavier than the 2x1000 lbs and 180 gal. belly tank....my test map is desert on line....if you can test in the same condition can be useful....
-
Sorry Walter if I came off as rude, posted that just before I went to bed!
.....
Rude?
I haven't noticed it....at me seemed a normal specification....
....sometimes language barrier are useful!!!
:)
-
This work perfectly in my Modact 5.21
-
Unfortunately, I do not see the new weapons
:-[
-
Anyone seen any skins for this baby? Thanx.
-
Thank you very much for the weapons upgrade Anto, superb job. 8)
Have these running in three different installs, sadly in Modact 5.21 they are prone to engine overheating as are all jets, makes using them as AI quite difficult for campaign/mission builders.
Wishing you all the very best, Pete. ;D
-
not just the AI, lol - i have major headaches getting these airborne without overheating, and in fact mostly my engine/s catch fire from the overheating before even getting up to takeoff speed. the AI actually do a better job of it than me - i obviously suck as a jet pilot, lol :D
-
Anyone can confirm my exploding AI at take-off issue?
Most noted on 410 or 409 versions because in that the plane take off....
-
Haven't seen any explosions on takeoff but seen plenty of aircraft overheat. They seriously screwed up the engine overheating code for jets in 4.11.1m and 4.12.1m!!
-
Hallo Anto
Great work the arming of the Meteors ! ;D
I just recognized one thing: After installing the whole new Meteor-Package, the half of the loadout of the CC-Mosquito (modifying of the DBW-version) dissapeared (in loading screen and game). After remouving of the Meteors the whole CC-Mossie loadout is back again.
Is this a classfile problem ???
Cheers
Doc
-
Doc, in one of the first uploads indeed there was an additional file that may have conflicted with the CC-Mossie but it should be present in the current download. In that download there is only one folder (Meteors). If you check in the COD folder inside Meteors, there should be only 3 files date 11-Aug-13. If there is anything more, something is not right :)
-
Doc, in one of the first uploads indeed there was an additional file that may have conflicted with the CC-Mossie but it should be present in the current download. In that download there is only one folder (Meteors). If you check in the COD folder inside Meteors, there should be only 3 files date 11-Aug-13. If there is anything more, something is not right :)
Thx for the fast answer !
I will check it out
Cheers
Doc
-
Unfortunately, I do not see the new weapons
:-[
Any idea???
-
Reinstall and try again
-
A kinda dumb question: I was modifying an old post war cmpn by adding meteor F3s. I made it in 409, was modifying it in DBW 411.1, with the previous meteor. I'm somewhat concerned that the new version will not work in the old one, or that the mod might cause a problem in various versions. I just use them for a about a fourth of the misns, and in air combat by AI planes.
If somebody has the new loadout versions, will this affect the older ones in misns where they use no load outs? Will the meteor F-4s still be able to function as they did in the earlier misns? I'm debating removing the meteors since I fear this variation issue may keep the misns from functioning correctly in some versions.
Thank you. And thankx for all this great work, and for the new load outs, as I look forward to using them.
-
I use the DBW 1.71
but no see the Meteor weapons
:o
-
Zsoltfireman, the first page of this thread has your answer:
*For 4.101 Users, rename any classfiles starting with a "-" to enable bombs and prevent loadout errors*
-
Zsoltfireman, the first page of this thread has your answer:
*For 4.101 Users, rename any classfiles starting with a "-" to enable bombs and prevent loadout errors*
solution for the future?
-
probably not, mate - we are moving on to 4.12, and the chances of new stuff being done specifically for an older version are not good.
you are asking for a future solution to an older version.....doesn't really make sense, does it?
the future solution is to move on to 4.12 mods, lol.
it's easy enough to just edit the - sign from the classfiles, surely?
-
probably not, mate - we are moving on to 4.12, and the chances of new stuff being done specifically for an older version are not good.
you are asking for a future solution to an older version.....doesn't really make sense, does it?
the future solution is to move on to 4.12 mods, lol.
it's easy enough to just edit the - sign from the classfiles, surely?
"sign from the classfiles, surely?" Sorry I do not understand
-
Look in the Meteor folder. Find the two files that begin with "-". Remove the "-", overwrite files. Bug fixed.
-
Well that's a bit simpler. Now I'm wondering if it's more practical to mod the old cmpn for DBW now or just for the latest version of HSFX. Now Im wondering if the latest install of hsfx has the Meteors and the P-61. I'ts vital that the P-61 be used, but I could get away with not using the meteor. Im trying to keep this conversion as simple as possible, but it has to have the P-61 for sure, but would be nice if it had the meteors. I want to make using this cmpn as simple as possible.
If you guys were upgrading/moding a 4 yr old cmpn for the new stuff, which would you choose to make it as usable to as many as possible? Or is this blasted medication I have to use just slowing my brain activity a bit much? :P
-
Look in the Meteor folder. Find the two files that begin with "-". Remove the "-", overwrite files. Bug fixed.
Finally!
no need to equivocation... :P
This is helpful!
Thanks Mate!
Zsolt
-
@Sleeping: My advice is choose the one that will cause you the least amount of hassle. As I've started doing with my mods, I have dropped support for old game versions so I can spend more time on making better mods for new ones. Sometimes you can cater for everyone, other times it will do your head in!
-
Yeah, that's a great idea. Just gotta figure out if the P-61 is in the hsfx latest version, so I can know what to put in the readme. I am gonna minimize what has to be added. Thanx for the input.
-
you could always still include the Meteor with air-starts only. in my experience, they work alright as long as they don't have to take off first, lol. ;)
-
hi, i use dbw 1.71 and did like readme said and no bombs or rockets. the new dropt anks showed though. I use dbw with jet war 1.3. i removed the "-" from 2 fiels in main folder but still no go. Is there a weps pack i need to add thats not mentioned in readme?
-
Loadout appear into loading drop list?
-
hi, no they dont. i just get the wingtip tanks to show besides the belly one. But no rockets and bombs
-
Look in the Meteor folder. Find the two files that begin with "-". Remove the "-", overwrite files. Bug fixed.
What about the other file starting with "-" into "cod" subfolder?? Maybe has it to be renamed too?
-
same no go.
-
Don't touch the COD folder otherwise you will properly botch things up!
Look, unsure why you are having bugs. I've tested these on 4.101m with DBW1.71, ModAct4 for 4.11.1m with JetWar v1.3 and on ModAct5 for 4.12.1m. All three circumstances they work.
There isn't any magic or tricks on my side. Just downloaded the linked archive and installed as directed and they work fine. So there must be something on your installs which are interfering.
-
This plane works in my dbw/fullMonty and 412.1/5.22 all load outs show
Thanks
-
Hi guys, tthe same problem to me, lodauts shows only the belly tank and the wings droptanks, in the same install of anto. :( :( :( Thanks to all.
-
I also have this issue but only on one of my installs (all based on DBW 1.71). It also is an install (custom collection though) will all the vietnam and afterwards jets in it.
I'd suspect a conflict in the Jet war department.
But since I threw so many mods in there I can't figure out which one.
-
"*For 4.101 Users, rename any classfiles starting with a "-" to enable bombs and prevent loadout errors*"
Can someone please explain what this means? Trying to get it to work in 4.10.1 DBW and all I get are drop tanks. Wh do I rename the "classfiles" starting with a - to?
-
just remove the minus sign that is all
-
thanks sphantom, did that and windows gave the duplicate file warning, so I renamed the original non dashed duplicates with the dash and all works a treat. Though I sometime get an explosion at the start of the mission, its random and I dont know what is causing it. it doesnt happen every time, just occasionally
-
Thanks !
Works fine in HSFX 7 .
But the engines overheat very fast !
At take off, it is recommended to push throttle not over 70 % .
And when in flight , it can be pushed to 100 % only for a few seconds before overheating .
Is this a bug, or did you want it so ?
-
There is overheating problems in SAS ModAct 5.30. It is very difficult to take off with bombs, tanks and rockets, although I was every careful with throttle.
Dear Anto, let to ask You to change FM parameters for 4.12. Thank You in advance.
-
Yes , since this mod use external FM/EM new buttons x 4122 can't help....hope for a fix in the next future!
Please!
Thanks in advance!
walter
-
So it needs a DiffFM mod for 4.12.2 ? does it exist ?
-
No it don't need a DiffFM because DiffFM is a classfiles that enable game to load also old game versions FM!!
It only need an update of it's actual external FM/EM to overcome the overheating!
-
hello guys!
got the meteors to work in DBW/newTFM environment with all the loadout options BUT:
there are 8 classfiles in the Meteor mod that are also contained in the JetWar package;
remming them out in JetWar gives the whole loadout options for the Meteors, but I have not tested what that means for the rest of the jet aircraft;
maybe someone can try that...
the classfiles in question are starting with:
1DEAB
9D62
12E29
915B3
4195
C1394
D7ED
F00E
hope that helps a little
cheers
phil
-
UPDATE: just found out that applying the Bomb fix for JetWar for 4.101m helps and now the Meteors all show their whole loadout options :)
so if anyone has updated to JetWar 1.33, make sure to apply that bomb patch afterwards again... :)
cheers
phil
-
*BUMP*
Overheating bug for 4.12.2m is resolved. Please use the new flight models file on the first page. It also adds fuel efficiency values to the FM which were missing previously :)
-
Dear Anto,
Thank You very much for this update. Your kind efforts are really great and they are above any praise.
Stefan
-
Mediafire is a crappy site here in Italy!
Any chance to have another download link please....
Thanks in advance!
walter
-
Installed this in my 4.12.2/ModAct 5.3, put in the FM for 4.12.2 and I get the Mk III and F4 with full loadouts, but the F8 does not show up at all, it worked just fine in 4.10.1 with DBW, I select the F8 and don't see the plane in the selection window, I can hit fly and it loads the mission and I'm in an F4... weird............
the download is corrupt so I can't redownload it to refresh the file with latest updates, which I'm sure I had.. can we get that link fixed or can someone put it on Speedyshare and shoot me a link for the download............. it's free
http://www.speedyshare.com/
Cheers and Thanks
Hoss
Edit: Tried again today 12/12/13 and the package unloads fine, and the F8 shows up now.
Cheers
-
I've installed everything as it should be, but it crashes at 70% in UP 3.0 RC4 on 4.10.1
Any ideas?
-
I've installed everything as it should be, but it crashes at 70% in UP 3.0 RC4 on 4.10.1
Any ideas?
Yes...
... Instant Log File Output
https://www.sas1946.com/main/index.php/topic,19308.0.html
... log
https://www.sas1946.com/main/index.php/topic,13457.0.html
-
it's possible add a functional gyroscopic gunsight in meteor? like WWII late aircrafts
-
I am running DBW and I don't get any extra skins to show up ? Any ideas ????? >:(
-
Hi and welcome,
In case you already have downloaded and installed extra skins in the correct folder inside Paintshemes/skins, and those skins are High Resolution ones, you need the High Resolution True Textures mod, get in "Visuals" on the forum.
See the Hi Res thread there for more info.
Good Luck!
Cheers
Tom
-
(http://i163.photobucket.com/albums/t287/archie_cz/METEOR_zps65dbb2d4.jpg)
-
A Danish F-4 variant!
Absolutely wonderful! ;D
Many thanks! ;D
-
http://i163.photobucket.com/albums/t287/archie_cz/METEOR_zps65dbb2d4.jpg
That is a very interesting photograph sir.
Reminds me of a photo i saw of an early Me-262 prototype with a propeller.....i believe....in the nose? i forget
-
I've run the mod through my test tool and found some issues. Since the mod works, these can't be very serious, but I'll post them here anyway.
Gloster MeteorF3
CF_D0.msh contains a vertex -1.00086 0.04734053 1.553227 0 0 0.00000001.0002730986 which is obviously wrong
CF_D1.msh contains a vertex -1.00086 0.04734053 1.553227 0 0 0.00000001.0002730986 which is obviously wrong
CF_D2.msh contains a vertex -1.00086 0.04734053 1.553227 0 0 0.00000001.0002730986 which is obviously wrong
Gloster Meteor F4
Same bugs as with the F3 plus
GearR2_D0.msh starts with "WingLMid_CAP.msh//Generated by MshReader 1.18 by Dr.Jones"
Gloster Meteor F8
GearR2_D0.msh starts with "WingLMid_CAP.msh//Generated by MshReader 1.18 by Dr.Jones "
-
Sorry :)
I don't have yet this fantastic tool ;)
-
I'm still working on it, it is not finished. Not even close to finished.
However it is available for download, hello can't get it to display so that's my focus at the moment. Finding out why.
But if I find problems with a mod I'm going to report them to the modder. All the hard work required to put together a mod shouldn't be wasted because of little bugs in file exporters, or an accidental keypress when editing a file.
I love the look of the meteor, I've seen a couple in flight and the sound is amazing. Makes your bones shake. ;D
-
Can I just say this is some incredable work, the skins are fantastic..However I do have one problem. Im running on 4.12.2m HSFX 7.01 and these aircraft load, weps are all there, even the sound, and they are not blowing up as soon as you touch the throttle (unlike most of the jets in IL-2) Noooo I get into enjoying the flight and after a few minutes or even at the end of the flight I get the dreaded Memory error message (unable to read) and exit to desk top. The strange thing is these dont show up on the event log, it just shows a normal mission. I really dont know how to track these error messages down, or what causes them....my only option normally is to remove the aircraft..is this the only way? it would be such a shame, as these beasts really are awesome...Gary
-
Anyone know where to get he danish skin for the F.4??
-
¿Does it works for HSFX 6.0?
Greetings^^
-
Could you please list the prs sound files referenced in the emds. I'm still getting no sound, and I've check the syntax in motor.Dervent.prs thoroughly. The startup sounds do work fine.. :-)
-
What if we can't find the ru. properties folders?
-
please move to the lost properties section :)
-
Are you talking to me?
-
Look in the folder "STD" then open i18n folder .In that folder you will find your Plane properties file.
-
It's fine thanks anyways
-
Glad you got it sorted 8)
-
Almost 3 years to the day..... wow time flies, but i still remember when these were released together. Now I'm re-downloading for a Korean Era build.
Thanks for these awesome planes!
-
Installed and running in 4.13.2 Modact 6.20
-
Great work as usual, thanks!
How resize to 1024 8BPP, using paint software? Why if I choose 256 milion colors, the skins lost its quality?
-
Quality, thanks a lot.
-
^ Love this users name. Pure wit. ;D
-
at first post update patch+link for fast B.A.T. installation
-
STUNNING!!!! TNANK YOU!! :) :) :)