Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Aircraft => Seaplanes => Topic started by: mikoyan99 on August 16, 2013, 08:42:47 AM
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PBY-5 Catalina Update v1.02
(http://i.imgur.com/5dnIUT0.jpg?1)
(http://i.imgur.com/pI483cE.jpg?1)
(http://i.imgur.com/YiGcuLd.jpg?1)
(http://i.imgur.com/xtew1is.jpg?1)
(http://i.imgur.com/roS0wSK.jpg?1)
(http://i.imgur.com/zB2Sxmo.jpg?1)
(http://i.imgur.com/eMcGILC.jpg?1)
Credits and Requirements:
Full credit for the orginal PBY/PBN mod goes to Ensign Ro and Ranwers,
and to the original game authors. This mod is a blend of the stock PBN,
the above's turrets/cockpit/weapons and my weapons/3D mods in order to make a more versatile Catalina.
I've re-released this as a "stand alone" due the extensive 3D work, new weapons and heavy classfile editing. However, most of the leg work was done by the original authors so they deserve a large portion of the credit for this.
Additionally, a reflector gunsight has been added to the cockpit. I assume it's stock, however it was taken from Poncho's
P-47 cockpit mod to save extracting it fresh:
https://www.sas1946.com/main/index.php/topic,31007.0.html
The original mod can be found here:
https://www.sas1946.com/main/index.php/topic,476.0.html
Download
Standalone update:
https://www.mediafire.com/?gbczrghgh7sa8dd
Delete the existing PBY/PBN mod before installing. The PBN will be unavailable for the time being.
Original 3D update (No new classfiles, install on top of original mod):
https://www.mediafire.com/?ewuay9q7hszd9n6
Mapping update for flat nose section:
https://www.mediafire.com/?yq7xpseieik5hye
Details/Installation
It shouldn't be necessary to install the original mod first, as the modified classfiles
for the PBY are included in this version. However, the original mod is required if you want to fly the PBN.
You can either install by pasting this one over the PBN/PBY mod or, if that isn't installed, by moving folder PBY
to #SAS and adding the following lines to the listed files:
To air.ini:
PBY air.PBY 1 usa01 DESERT
Plane.ru:
PBY PBY-5, 1940
weapons.ru:
#####################################################################
# PBY
#####################################################################
PBY.default Default
PBY..50 4 x Browning .50" Machine Guns
PBY.20mm 2 x Hispano-Suiza 20mm Autocannon
PBY.25mmJapanese 2 x Captured Type-96 25mm Autocannon (Fictional)
PBY.Rockets 8 x 5" HVAR (Fictional)
PBY.Rockets+.50 8 x 5" HVAR + 4 x Browning .50" (Fictional)
PBY.Rockets+20mm 8 x 5" HVAR + 2 x Hispano-Suiza 20mm (Fictional)
PBY.Rockets+25mm 8 x 5" HVAR + 2 x Captured Type-96 25mm (Fictional)
PBY.20mm_250lb 4 x 250 lb. Bombs + 2 x Hispano-Suiza 20mm
PBY.20mm_Mk25 4 x Mk53 Depthcharge + 2 x Hispano-Suiza 20mm
PBY..50_Mk53 4 x Mk53 Depthcharge + 4 x Browning .50"
PBY.4X250 4 x 250 lb. Bombs
PBY.4X500 4 x 500 lb. Bombs
PBY.4X1000 4 x 1000 lb. Bombs
PBY.2xMk13a 2 x Mk13a Torpedo
PBY.2xMk34 2 x Mk34 Torpedo
PBY.4xMk53 4 x Mk53 Depthcharge
PBY.2xMk24and2xMk53 2 x Mk24 Flare and 2 x Mk53
PBY.2xMk24and2xMk13a 2 x Mk24 Flare and 2 x Mk13a
PBY.2xMk24and2xMk34 2 x Mk24 Flare and 2 x Mk34
PBY.2xMk25and2xMk53 2 x Mk25 Marker and 2 x Mk53
PBY.none Empty
The inner folder "PBY" should be moved to the skins folder.
A version of the original grey scheme is included.
This mod updates the PBN Nomad 3D model currently in the Catalina slot
to a "true" PBY-5 Catalina. Replaced and upgraded parts include:
~Nose turret (inside and out)
~Tailfin and rudder
~Hull - bow is shortened and the addititonal step is removed from the stern
~Skin - a basic "Black cat" skin is now the default
~New weapons suite, some fictional, mainly historical.
~New weapons models. Individual cannon and machine gun models, along with rocket rails, have been newly created.
The forward facing .50 caliber machine guns and 20mm autocannon
were fitted to the "black cats" in the pacific
-Matt
(http://i17.photobucket.com/albums/b75/paulhewson/13042016max20.jpg~original)
New default skins for exterior and interior (plus new alpha-channel layers) for this PBY airplane-Mod.
Aircraft skin-template by IMME + Falcon + MAX-thehitman
Hope you like them and enjoy
-- DOWNLOAD -- https://www.mediafire.com/download/272bd4k5xi2jazd/PBY_New_default_Skins.7z
Cheers
MAX
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Thank you for your excellent work!
Regards :)
Bison
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Thank you. :)
(http://s19.postimg.cc/ensrvlw2r/16_08_2013_16_10_13.jpg) (http://postimage.org/)
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Isn't the PBY part of UP3 and DBW ?
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No. The original is the PBN. You need to download Ranwers and Sani's " Ensign Ro " version the PBY....
https://www.sas1946.com/main/index.php/topic,476.0.html
I love the pic for that thread. I made the shallows for it. :)
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Whoa! What did I do wrong? I downloaded it twice and it keeps ending up this way?
(http://i642.photobucket.com/albums/uu141/Barrett_g_album/null_zps3047d407.jpg)
(http://i642.photobucket.com/albums/uu141/Barrett_g_album/null_zps9e25e28b.jpg)
You can see the PBN looks okay... But the PBY has a transparent section of the fuselage... It does this with all the skins I try. Would this be my graphics card?
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Whoa! What did I do wrong? I downloaded it twice and it keeps ending up this way?
You can see the PBN looks okay... But the PBY has a transparent section of the fuselage... It does this with all the skins I try. Would this be my graphics card?
It's because the model is calling the _D2 damage model material for the _D0 model, if that makes sense. Let me have a think, it should be a simple fix. For a start, go into CF_D0 with notepad and change delete "Gloss2D0o" from the list of materials and let me know if that helps.
It isn't doing it on my copy, so I don't know why this is happening though.
-Matt
Edit: On second thought, don't do that. I'll think of something else.
Edit edit: if anyone else has the same problem, let me know, along with which version you're running.
Oh and Barrett, you should start working on this skin:
(http://2.bp.blogspot.com/_Q-PuSGjFHvY/SnF6QTcxj0I/AAAAAAAAEHQ/shZz6koYHXg/s640/PBY-5_Catalina-N5593V.jpg)
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I love this update Matt, thank you very much. 8)
Wishing you all the very best, Pete. ;D
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Thank you matt,really a good improvement for the PBY-5
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Edit edit: if anyone else has the same problem, let me know, along with which version you're running.
No hole too big but actually there are small holes ... especially around windows.
In UP2.01 with PBY/PBN by Ranwers and Co.
;)
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LOL Mikoyan! That would be the perfect skin! It's all good... I just fly my PBY while listening to Killswitch Engaged's "Holy Diver" playing on my CD player... It seems to fit!
Mine is installed on 4.10.1 with DBW 1.7 installed, by the way.
Thanks for looking into this!
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Thank you, very much!
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I just installed this on my 4.12 modact 5.11 install and it does the same thing.
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I'm suffering from the same problem now, the same as epervier. I'm generating a new slot for the Catalina (so my additions don't foul up the existing mod); once i've done that, i'll get onto this.
-Matt
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Right;
I think i've solved the problem, and i've released the next update. See the original page. Please note, as stated in the OP, that i've released this as a standalone, so you may wish to re-install. You might get away with copying and pasting though.
I've edited the PBY classfile rather heavily, using what is for me some quite advanced code, but the others remain untouched. Keeping them together just reduces the chance of errors.
The aircraft should now be about as close to a black cat as you can get without making it amphibious; it features an all-new forward facing armament, reflector gunsight, new 3D models for the guns and (fictional) rocket rails.
If you're brave, you can dogfight in this thing. I've claimed a Fairey Fulmar, two B6N2's and a couple of MBR-2 so far.
(http://i.imgur.com/REwIHi9.jpg?1)
-Matt
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A question, not a complaint... with the gunsight Im guessing I should be able to fire the cannons? If so I cannot fire them.
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Wow, Black Cat is finally here !! Thank you very much for this great work! Any plans to do a PBY-5A? ;)
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A question, not a complaint... with the gunsight Im guessing I should be able to fire the cannons? If so I cannot fire them.
That depends - have you selected one of the gun options from the weapons menu? They won't show up in the QMB window, but they should be visible on the front of the aircraft after you start the mission. The aircraft only has the three .50 calibre guns in the turrets as a default.
I meant to ask you by the way, where did you get that skin from in the pic you posted on the previous page?
-Matt
Edit: spitfire-MKIX, I heard rumours of another PBY-5A WIP elsewhere, so I won't be tackling that one.
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The PBY has always been one of my top favorites so I have collected many skins for it. The one in the pic is named " Bombsaway " The man who made the skin also made a nose art of the girl for me so I could use it on other planes. I could send you the skins I have if you like. As far as the guns go, yes I have selected them, they show but I cant pull the trigger and make them shoot.
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Mikoyan : yes, a PBY-5A was in progress, but the project has been cancelled. :'( What a shame, it was almost completed and they managed to make the landing gear work perfectly!
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The PBY has always been one of my top favorites so I have collected many skins for it. The one in the pic is named " Bpmbsaway " The man who made the skin also made a nose art of the girl for me so I could use it on other planes. I could send you the skins I have if you like. As far as the guns go, yes I have selected them, they show but I cant pull the trigger and make them shoot.
I'd appreciate that; I only have the default skin and the black cat one I made so far.
With regards to the cannon problem:
1) Is this a fresh install or is it over the existing mod?
2) Do the cannon barrels show up in-game?
3) Which game version are you running?
4) In the 1923 German presidential election, which candidate secured less than 1% of the vote?
I reckon it's no.1 and the original PBY classfile is blocking my one. If not, I don't know - i've tried a fresh install with my version and I can't recreate the problem. Everything works as intended.
-Matt
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Thankyou very very much
New Master Float Plane Modder for The SaS ;D :D
Love that real pic of a wrecked Catalina on the beach ;D
Cheers
Kirby
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Lets see.. #4 was on Final Jeapordy last night.... Do I have to pose my answer in the form of a question? :) Actualy, its my fault. The button for those on my stick was a little sticky. :) They work. Sorry.
Would you like me to send you the skins?
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I've tested this aircraft and it flies perfectly, but I can't manage to get the .50 cal guns and the reticle doesn't appear in the cockpit. I've installed it over the original PBY from Ranwers and I'm running DBW 1.71. Any ideas?
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Lets see.. #4 was on Final Jeapordy last night.... Do I have to pose my answer in the form of a question? :) Actualy, its my fault. The button for those on my stick was a little sticky. :) They work. Sorry.
Would you like me to send you the skins?
It was General Ludendorff, IIRC.
Damn it man, the amount of havoc that button could have caused! :D Glad it's working now.
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I've tested this aircraft and it flies perfectly, but I can't manage to get the .50 cal guns and the reticle doesn't appear in the cockpit. I've installed it over the original PBY from Ranwers and I'm running DBW 1.71. Any ideas?
It's probably conflicting files - try deleting 3do\Plane\PBY and 3do\Cockpit\PBN1 folders. If that doesn't work, try a fresh install.
-Matt
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If I delete the folders, I have the original PBY (the one with PBN"s model). And if I re-install the update after deleting the folders, I have the correct model but still the same problem: no cannons and no gunsight.
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Have you deleted everything, i'e. the entire PBY/PBN mod, and then installed the update as a stand-alone? I did that last night to test it and it worked perfectly. Also, have you downloaded the correct files? The hierarchy should be:
#SAS\PBY5V1.01\3do\Plane\PBY5 for the plane and:
#SAS\PBY5V1.01\3do\Cockpit\PBY5 for the cockpit
If those two aren't marked PBY-5, you've got the wrong model and/or classfiles.
-Matt
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Problem solved: I replaced the folders and classfiles manually, and I have the correct weapons selections (with working cannons) and I have the gunsight. Thanks for your help! 8)
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Your version with guns is nice ! :)
If you create a mesh (Guns0_D0.msh) from a copy of the mesh Guns1_D0 and you remove the guns ... you adjust the problem of mapping of the aircraft nose! ;)
Your mesh is in text mode, so I can not import them into 3dsmax ! :-X
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Your version with guns is nice ! :)
If you create a mesh (Guns0_D0.msh) from a copy of the mesh Guns1_D0 and you remove the guns ... you adjust the problem of mapping of the aircraft nose! ;)
Your mesh is in text mode, so I can not import them into 3dsmax ! :-X
Already done that mate, ready for the next update ;)
-Matt
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Thanks, now we can do this:
(http://images.wikia.com/callofduty/images/5/5b/PBY_Catalina_WaW.jpg)
In a realistic way.
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Wow, which game is it??
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CoD: world at war. There's a mission where you control the turrets on a Catalina, strafing Japanese merchant vessels and torpedo boats.
(http://i.imgur.com/KgBnkr1.jpg?1)
(http://i.imgur.com/NNabi0w.jpg?1)
(http://i.imgur.com/gVAIfMV.jpg?1)
I'm happy i'm at the point I can use one of my mods to shoot down my other mods.
TBH I think there's merit now in a "Black Cat" campaign; might have to look into that.
-Matt
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Let me see if I understand correctly about this new mod. I must delete the PBN and
only use this new PBY, correct?
But I LIKE my PBN ! :(
Can´t I have 2 Catalina versions?
Two is always better than one.
Decisions.... decisions...
~~~~~~~~~~~~~~~~~~~~~~~~
BTW , Matt,
I am looking for those pdf books you asked for the other day.
I got about 9 Terabyte discs full of goodies , problem is, I will have to show you
screenshots of the book covers for you to select which ones you need. I have about
30+ books on that subject, but can only upload for you a few at a time. Its just
too many books. Big Brother is always watching ;)
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No Max. Just install this into your mods folder. First look and see if you have the " PBY " in the air.ini. If so just place the folder in your mods folder. I have both the original PBN and this one working.
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Thanks Bombsway! 8) Now I can continue enjoying those many cool skins I
still have for the PBN and paint a few more for the new PBY.
BTW - Check you PM right now Bombsaway, I am sending you a special Gift ;)
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I am downloading now Max. Thank you VERY much.
Matt... I am having a " null " error on any mission that I try to use bombs or torpedos. Must be something in the classfiles. Can you confirm?
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(http://i1339.photobucket.com/albums/o703/alaskaman49/1808201320-45-59_zps580ecc26.jpg)
Thanks mikoyan
Lots of PBY- PBN skins here
http://downloads.flightsimfiles.com/category/31
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I am downloading now Max. Thank you VERY much.
Matt... I am having a " null " error on any mission that I try to use bombs or torpedos. Must be something in the classfiles. Can you confirm?
Tested on my version, can't replicate result i'm afraid. It's probably a conflict again, if you have both sets installed.
I've tried to troubleshoot the compatibility issues a few times now; i'm afraid you're on your own for now, as i'm off to sea this week.
Max, will drop you a PM
-Matt
Edit: mapping update for nose section now on front page.
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tested this mod and have some troubles as well;
first of all, I have the loadouts of this mod and the original Ranwers loadout in the selection at the same time;
but the default loadout does not work, I get a null error at mission load;
this is true for the torpedo and bomb loadouts as well;
but if I select a guns loadout, change to the weapons configuration and select the torps then, they show up, just the missions do not load;
I do have DBW with the new TFM and have installed just the standalone version of this mod, adding the lines to the ini and ru files as suggested...
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EDITED !
Thanks mikoyan
Lots of PBY- PBN skins here
http://downloads.flightsimfiles.com/category/31
Will love a Catalina capable of landing on land, even If is not sea capable.
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tested this mod and have some troubles as well;
first of all, I have the loadouts of this mod and the original Ranwers loadout in the selection at the same time;
but the default loadout does not work, I get a null error at mission load;
this is true for the torpedo and bomb loadouts as well;
but if I select a guns loadout, change to the weapons configuration and select the torps then, they show up, just the missions do not load;
I do have DBW with the new TFM and have installed just the standalone version of this mod, adding the lines to the ini and ru files as suggested...
Again: try installing as a stand-alone, a more compatible version will be released when I get to the bottom of the compatibility issues.
RealDarko, if someone could get hold of the amphibious version I could integrate it with this.
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hello mikoyan!
I did install as a standalone! this bird is flyable and shows the gunsight, but most of the loadouts are not functional in a DBW/TFM environment;
just take your time, as suggested already, this should be a classfile problem;
I tried adding the classfiles from the original Ranwers mod, but then the weapons do not show up on the PBN;
also removing the classfiles from the standalone version that are also in the Ranwers mod does not help; (I was thinking that removing those classfiles redundant by a DBW/TFM install might help, yet this does not help at all - 20% crash)
so as I am no expert modder, I am stuck here and will wait for a compatible version; as long as the PBN is still working, thats no problem as some of the campaigns I am currently in do involve PBNs sooner or later...
cheers
phil
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hello mikoyan!
I did install as a standalone! this bird is flyable and shows the gunsight, but most of the loadouts are not functional in a DBW/TFM environment;
just take your time, as suggested already, this should be a classfile problem;
I tried adding the classfiles from the original Ranwers mod, but then the weapons do not show up on the PBN;
also removing the classfiles from the standalone version that are also in the Ranwers mod does not help; (I was thinking that removing those classfiles redundant by a DBW/TFM install might help, yet this does not help at all - 20% crash)
so as I am no expert modder, I am stuck here and will wait for a compatible version; as long as the PBN is still working, thats no problem as some of the campaigns I am currently in do involve PBNs sooner or later...
cheers
phil
Sorry mate, what I mean by standalone is delete all of the existing PBY files and install my PBY mod v1.01 by itself. You'll lose the PBN for the time being but the PBY-5 *should* work fine. I've just installed it fresh on my other computer without issue.
The other thing you can try is the fix on the previous page:
The hierarchy should be:
#SAS\PBY5V1.01\3do\Plane\PBY5 for the plane and:
#SAS\PBY5V1.01\3do\Cockpit\PBY5 for the cockpit
Give that a go; it may help.
The issue with the compatibility issue is that the simplest fix, which is integrating my mod and the original, means uploading both mods in one go. I'm happy to upload the PBY-5 fresh as i've done a lot of work on the original mod, enough in my book that I can do that so long as sufficient credit is given to the original authors. Uploading the full lot seems like a bit of a piss take however.
-Matt
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Hello Matt!
I did install the 1.01 version alone and strangely, still have the PBN (which works as it should), and your PBY mod which does not work 100%
I also have checked file hierarchy and it is correct;
I guess the problem lies somewhere in DBW/TFM which generates those double loadout entries that make several options (mostly those involving double weapon types) not working at all;
the only other PBN/Y related mods I have are the engine cowlings mods which should not interfere with that one though...
for the time being, its no problem for me, the PBNs I need in some campaigns work still and I am sure the PBY troubles will get sorted :)
thanks for a great mod though, the Cat is one of my fav planes, just saw the WhiteCat from PlaneSailing during an airshow and also taxi by close to me on a lake, that was an experience :)
cheers
phil
ps.: I also tried to "integrate" all PBY mods, Ranwers original one, then your update and the mapping update into one single folder and using that one;
result: the PBN is working but looses its weapons 3d views and the PBY shows the same behaviour as already described...
maybe really the classfiles?
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Ah, that sounds like the root of the problem - I use SAS modact as it's a basic platform for building mods on; I believe UP, DBW etc come with extra aircraft such as the PBN, hence the conflict.
-Matt
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So does that mean it won't work in DBW? I'm a little confused
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So does that mean it won't work in DBW? I'm a little confused
It does work in DBW
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it works in DBW/TFM, but not fully; if you try torpedo or bomb or default loadouts, you will get a null error;
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Has anyone found a fix for the problem barret_g reported on the first page? I'm having the same problem running 4.12.1 with Modact 5.20.
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Thanks Fly!
Great skins, as always!
asso58
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I have the same error as Griffon but with UP 3.0 RC4.
it works in DBW/TFM, but not fully; if you try torpedo or bomb or default loadouts, you will get a null error;
Only rocket loadout works and in QMB if I try to push the buttons to see the plane in 3D, it doesn't work except with if i placed rocket in loadout.
When I try to fly it, i get the null error and when I place an AI in PBY, I start without engine and the PBY is on the ground completely pink.
Hope it can help (sorry for bad English)
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Hi Fly!
Thanks for the new skins , they look excellent .
regards Piotrek
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You are most welcome guys.
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Great staff, Fly, many thanks for sharing,
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Cheers for the skins Fly.
-Matt
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I'm jumping in to the others who can't get it to work and not get a sincere answer on some issues.
Deleting and existing I don't understand here?
Delete the existing PBY/PBN mod before installing. The PBN will be unavailable for the time being.
Your standalone version supplies me the old files you say I should not keep.
I can't get rid of PBN and PBY, cause is you deliver in Standalone files of it. i.e. 38023FCA879ACE00
That classfile was rewritten, stamped 2013, contains both your new folder PBY-5 for plane and cockpit and referrs to
old PBN and PBY.
Just want to know I am not misinterpreting sth.
If you can explain me the trick, how to install this, that comes shipped, not in the stage you speak about,
how should this work?
Lurked up the files, the classfiles not dated 2013 are exactly the same as in Ranwers Mod?
This is what I call, you said we should not keep, right?
Another thing that I don't understand, you say it will get a new slot, PBY is no
new slot, in the files I see PBy-5 has made it into new Plane and Cockpit, but no new slot?
It is an awsome Mod, very needed, much effort, but please consider to take a deeper look at this.
I therefor ask politely to correct some issues, which can be traced
I hope you can do sth over the following Loadouts to appear correctly:
PBY.default Default
PBY..50 4 x Browning .50" Machine Guns
PBY.20mm 2 x Hispano-Suiza 20mm Autocannon
PBY.25mmJapanese 2 x Captured Type-96 25mm Autocannon (Fictional)
PBY.Rockets 8 x 5" HVAR (Fictional)
PBY.Rockets+.50 8 x 5" HVAR + 4 x Browning .50" (Fictional)
PBY.Rockets+20mm 8 x 5" HVAR + 2 x Hispano-Suiza 20mm (Fictional)
PBY.Rockets+25mm 8 x 5" HVAR + 2 x Captured Type-96 25mm (Fictional)
PBY.20mm_250lb 4 x 250 lb. Bombs + 2 x Hispano-Suiza 20mm
PBY.20mm_Mk25 4 x Mk53 Depthcharge + 2 x Hispano-Suiza 20mm
PBY..50_Mk53 4 x Mk53 Depthcharge + 4 x Browning .50"
PBY.4X250 4 x 250 lb. Bombs
PBY.4X500 4 x 500 lb. Bombs
PBY.4X1000 4 x 1000 lb. Bombs
PBY.2xMk13a 2 x Mk13a Torpedo
PBY.2xMk34 2 x Mk34 Torpedo
PBY.4xMk53 4 x Mk53 Depthcharge
PBY.2xMk24and2xMk53 2 x Mk24 Flare and 2 x Mk53
PBY.2xMk24and2xMk13a 2 x Mk24 Flare and 2 x Mk13a
PBY.2xMk24and2xMk34 2 x Mk24 Flare and 2 x Mk34
PBY.2xMk25and2xMk53 2 x Mk25 Marker and 2 x Mk53
PBY.none Empty
Loadouts are not doubled, they're partially doubled only, traces of old Ranwers Loadout conflicting, only one of your Loadout is doubled, please see how it looks to me:
PBY.default Default
PBY..50 4 x Browning .50" Machine Guns
PBY.20mm 2 x Hispano-Suiza 20mm Autocannon
PBY.25mmJapanese 2 x Captured Type-96 25mm Autocannon (Fictional)
PBY.Rockets 8 x 5" HVAR (Fictional)
PBY.Rockets+.50 8 x 5" HVAR + 4 x Browning .50" (Fictional)
PBY.Rockets+20mm 8 x 5" HVAR + 2 x Hispano-Suiza 20mm (Fictional)
PBY.Rockets+25mm 8 x 5" HVAR + 2 x Captured Type-96 25mm (Fictional)
PBY.20mm_250lb 4 x 250 lb. Bombs + 2 x Hispano-Suiza 20mm
PBY.20mm_Mk25 4 x Mk53 Depthcharge + 2 x Hispano-Suiza 20mm
PBY..50_Mk53 4 x Mk53 Depthcharge + 4 x Browning .50"
PBY..50_Mk53 4 x Mk53 Depthcharge + 4 x Browning .50"
PBY.4X250 4 x 250 lb. Bombs
PBY.4X500 4 x 500 lb. Bombs
PBY.4X1000 4 x 1000 lb. Bombs
PBY.2xMk13a 2 x Mk13a Torpedo
PBY.2xMk34 2 x Mk34 Torpedo
PBY.4xMk53 4 x Mk53 Depthcharge
PBY.2xMk24and2xMk53 2 x Mk24 Flare and 2 x Mk53
PBY.2xMk24and2xMk13a 2 x Mk24 Flare and 2 x Mk13a
PBY.2xMk24and2xMk34 2 x Mk24 Flare and 2 x Mk34
PBY.2xMk25and2xMk53 2 x Mk25 Marker and 2 x Mk53
PBY.none Empty
PBY.default Default
PBY.4X250 4 x 250 lb. Bombs
PBY.4X500 4 x 500 lb. Bombs
PBY.4X1000 4 x 1000 lb. Bombs
PBY.2xMk13a 2 x Mk13a Torpedo
PBY.2xMk34 2 x Mk34 Torpedo
PBY.4xMk53 4 x Mk53 Depthcharge
PBY.2xMk24and2xMk53 2 x Mk24 Flare and 2 x Mk53
PBY.2xMk24and2xMk13a 2 x Mk24 Flare and 2 x Mk13a
PBY.2xMk24and2xMk34 2 x Mk24 Flare and 2 x Mk34
PBY.2xMk25and2xMk53 2 x Mk25 Marker and 2 x Mk53
PBY.none Empty
It is suspicious these old loadouts are interferring, when you say they shouldn't?
PBY.default Default
PBY.4X250 4 x 250 lb. Bombs
PBY.4X500 4 x 500 lb. Bombs
PBY.4X1000 4 x 1000 lb. Bombs
PBY.2xMk13a 2 x Mk13a Torpedo
PBY.2xMk34 2 x Mk34 Torpedo
PBY.4xMk53 4 x Mk53 Depthcharge
PBY.2xMk24and2xMk53 2 x Mk24 Flare and 2 x Mk53
PBY.2xMk24and2xMk13a 2 x Mk24 Flare and 2 x Mk13a
PBY.2xMk24and2xMk34 2 x Mk24 Flare and 2 x Mk34
PBY.2xMk25and2xMk53 2 x Mk25 Marker and 2 x Mk53
PBY.none Empty
The presence of Ranwers PBY and PBN is immiment, please open the classfiles yourself to see.
Maybe really, not theoreticalyl, but practically move to your desired independent PBY-5 slot,
I think all your work desires that on top of it.
Here's a Loglist of such an Error:
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1196)
at com.maddox.il2.gui.GUIAirArming.access$1100(GUIAirArming.java:26)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java:1371)
at com.maddox.gwindow.GWindow.notify(GWindow.java:143)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:527)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
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)
1>mp_dotrange FOE DOT 25.000 COLOR 4.0 RANGE 4.0 TYPE 2.0 ID 1.0 NAME 0.1
Foe Dot Ranges:
DOT 14.0 km
COLOR 6.0 km
TYPE 6.0 km
NAME 6.0 km
ID 6.0 km
RANGE 6.0 km
1>mp_dotrange FRIENDLY DOT 25.000 COLOR 4.0 RANGE 4.0 TYPE 2.0 ID 1.0 NAME 0.1
Friendly Dot Ranges:
DOT 14.0 km
COLOR 6.0 km
TYPE 6.0 km
NAME 6.0 km
ID 6.0 km
RANGE 6.0 km
1>timeout 60000 file icons.rcu
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1196)
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$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:527)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
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)
Loading mission QuickQMBPro/Pacific_Hawaii/Pacific_HawaiiRedNoneA00.mis...
Loaded camouflage: PACIFIC
Month = 12 , Hour = 15
Temperature - 0m = 18.0 .
Temperature - 1000m = 11.51001 .
Temperature - 2000m = 5.019989 .
Temperature - 3000m = -1.4700012 .
Temperature - 4000m = -7.9599915 .
Temperature - 5000m = -14.450012 .
Temperature - 6000m = -20.940002 .
Temperature - 7000m = -27.429993 .
Temperature - 8000m = -33.92 .
Temperature - 9000m = -40.410004 .
Temperature - 10000m = -46.899994 .
Temperature - 11000m = -53.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32
PBuffer: suitable formats: 6
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 6
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *46983336*
*** 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/Floor/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
ERROR [com.maddox.sound.Sample@7edb71] cannot load sample: null
ERROR [com.maddox.sound.Sample@790769] cannot load sample: null
ERROR [com.maddox.sound.Sample@55afb8] cannot load sample: null
ERROR [com.maddox.sound.Sample@38550] cannot load sample: null
ERROR [com.maddox.sound.Sample@255132] cannot load sample: null
ERROR [com.maddox.sound.Sample@75b9d9] cannot load sample: null
ERROR [com.maddox.sound.Sample@7c652e] cannot load sample: null
ERROR [com.maddox.sound.Sample@56d15d] cannot load sample: null
ERROR [com.maddox.sound.Sample@4b55c5] cannot load sample: null
ERROR [com.maddox.sound.Sample@6c172e] cannot load sample: null
ERROR [com.maddox.sound.Sample@65dea9] cannot load sample: null
ERROR [com.maddox.sound.Sample@7d5dc4] cannot load sample: null
ERROR [com.maddox.sound.Sample@170465] cannot load sample: null
ERROR [com.maddox.sound.Sample@21a02b] cannot load sample: null
ERROR [com.maddox.sound.Sample@1a7266] cannot load sample: null
ERROR [com.maddox.sound.Sample@4cc4e9] cannot load sample: null
ERROR [com.maddox.sound.Sample@13a289] cannot load sample: null
ERROR [com.maddox.sound.Sample@13d548] cannot load sample: null
ERROR [com.maddox.sound.Sample@178886] cannot load sample: null
ERROR [com.maddox.sound.Sample@44a08] cannot load sample: null
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/B-17E/BBop_ Midway B17E_Generic.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/B-17E/BBop_ Midway B17E_Generic.bmp' size: 0 != 512 | 1024
ERROR [com.maddox.sound.Sample@25b932] cannot load sample: null
ERROR [com.maddox.sound.Sample@21b229] cannot load sample: null
ERROR [com.maddox.sound.Sample@37cbdf] cannot load sample: null
ERROR [com.maddox.sound.Sample@29af05] cannot load sample: null
ERROR [com.maddox.sound.Sample@21b175] cannot load sample: null
ERROR [com.maddox.sound.Sample@996e8] cannot load sample: null
ERROR [com.maddox.sound.Sample@12951d] cannot load sample: null
ERROR [com.maddox.sound.Sample@7bdef7] cannot load sample: null
ERROR [com.maddox.sound.Sample@6b35ea] cannot load sample: null
ERROR [com.maddox.sound.Sample@20d014] cannot load sample: null
ERROR [com.maddox.sound.Sample@3cd5ba] cannot load sample: null
ERROR [com.maddox.sound.Sample@73cbe6] cannot load sample: null
ERROR [com.maddox.sound.Sample@4f8640] cannot load sample: null
ERROR [com.maddox.sound.Sample@76dad5] cannot load sample: null
ERROR [com.maddox.sound.Sample@18f058] cannot load sample: null
ERROR [com.maddox.sound.Sample@4b4248] cannot load sample: null
ERROR [com.maddox.sound.Sample@6c9818] cannot load sample: null
ERROR [com.maddox.sound.Sample@758910] cannot load sample: null
ERROR [com.maddox.sound.Sample@7984b3] cannot load sample: null
ERROR [com.maddox.sound.Sample@7719cf] cannot load sample: null
ERROR [com.maddox.sound.Sample@3f980d] cannot load sample: null
ERROR [com.maddox.sound.Sample@178e05] cannot load sample: null
Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2837)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2820)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2472)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1617)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1338)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: Wrong chief's type [Vehicles.US_Supply_Cpy]
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:445)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:408)
at com.maddox.il2.game.Mission._load(Mission.java:890)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[29.04.2015 22:52:51] -------------- END log session -------------
I bet my pants culprit lies in the forementioned rewritten class, why, the things you neatly added do work,
further Inspection might help to see why the "untouched Weapon slots" refuse to work as proposed.
I hope you might consider checking this again, a few of us reported on the issues here, don't just simply overlook
such postings, please. :-\
BTW. I have a large scale Catalina Skinpack on the desk with over +50 historicals, all made to suit your
new 3-D.
Wishing you all the best
Tobias
(http://s14.postimg.cc/scn7ec0ld/29_04_2015_12_26_09.jpg) (http://postimage.org/)
-
Tested in 4.12 Modact 5.30:
This loadout remains doubled, see above, there too...
PBY..50_Mk53 4 x Mk53 Depthcharge + 4 x Browning .50"
The most immiment issues here, only 1 Torpedo availlable and that is a dummy,
ingame non acting on code, doesn't respond to Il-2/TD Torpedo code.
Means you can drop at any alt and Torpedo disapears after impact,
no Hud Message on Torpedo failure/Impact, curious.
(http://s14.postimg.cc/8edrv711d/2015_04_30_15_07_12.jpg) (http://postimage.org/)
These loadouts are affected thus in this stage:
PBY.2xMk13a 2 x Mk13a Torpedo
PBY.2xMk34 2 x Mk34 Torpedo
PBY.2xMk24and2xMk13a 2 x Mk24 Flare and 2 x Mk13a
PBY.2xMk24and2xMk34 2 x Mk24 Flare and 2 x Mk34
-
There's not much I can do at the moment - the files are on my other computer, 300 miles away! But from what I can remember:
The way the mod was created was by duplicating the PBN mod code, changing the names to create a new slot, then adding the weapons etc. The 3D was "dumped" on the original, then the filepaths were changed to make it unique - although I notice I retained the PBN filepaths for the cockpits; I suspect I took and shortcut, and called the PBN files from the PBY master classfile, possibly accounting for some of the errors.
The reason I said install seperately was to avoid clashes with updated PBN code - as the PBY mod calls PBN classfiles, an update may cause compatibility issues. The versions as supplied were, on my own computer, stable with the PBY mod.
As for the duplicated loadouts - no idea; I don't get the flare loadouts. The torpedo loadout does only show 1 torpedo when there should be two - but my torpedoes did explode in impact. I suspect the torpedo error lies with the weapons classfiles; I think mine is calling the default, but yours is calling the modded version from the PBN, which may be imcompatible with 4.12.
-Matt
edit: in summary, we/I need to:
- Clone/rename the cockpit classfiles
- Tidy up and test the weapons list
- Hunt for and correct any other clashes
We'll then end up with a set of 2013/2015 dated classfiles which *shouldn't* clash with the PBN mod.
I don't have time at the moment, but i'll add it to the "to-do" list; i've been slowly working my way through some of my old mods, sorting out errors like this now I have a little more experience.
-
OK, Thanks for replying Mate.
Appreciate any efforts on this super kite, glad to hear it may see future work.
Wishing you all the best
Tobias
-
Hi guys!
First: thanks to mikoyan!!!
I'm very interested in this mod, and some months ago I've modified some classes in order to improve the compatibility with DBW (mainly for avoid the "null error"). Now I've enough time to resume the work and move to testing. If you are interested, and if mikoyan authorizes me, I'll publish the results here.
Have a nice day! Bye!
-
Sounds interesting definitely, check your PM ;)
-
Did the "damaged" fuselage appearance ever get fixed on this mod? Any help appreciated....
-
Yepp, there is an unofficial fixed version by Epervier explicitly for 4.09/4.10 not yet released, I completely forgot about it.
It has collated Updates all kinds, including fixed loadouts, mesh fixes.
For Mines and Torpedos, or even 4.12 support this version needs further Assistance. Our Modders ran
into 4.12 troubles with the Cats, tough issues...
Need to search my HD for it
-
Yepp, there is an unofficial fixed version by Epervier explicitly for 4.09/4.10 not yet released, I completely forgot about it.
This ?
v2.03 for PBN & PBY ?
XXX
I completely forgot that one! :-X
I do not remember if it is compatible 409... :-[
-
* with your permission let me propose the fixed 2.04m
previously known as PBN-1_PBY-5_for410and412_v2.04m.7z
Changelog 2.04m:
-PBN expanded Loadouts+Hooks Fix
-PBY Hooks Fix
-4.12 fixes
-Renamed archive and updated the containing Read Me...
https://www.mediafire.com/download/j12l2hz9rpz5cdm/PBN-1_PBY-5_for410and412_v2.04m.7z (https://www.mediafire.com/download/j12l2hz9rpz5cdm/PBN-1_PBY-5_for410and412_v2.04m.7z)
everyone who wishes to try freakingly awesome Catalinas,
please use this fixed now 2.04m version. It's a blast in
your DBW, no Loadout glitches, Torpedos, Flares, Depthcharges all working.
4.12 atm unsupported, needs revision of Mesh/Loadout Hooks parameters,
possible further Java coding to get a glitch-free Cat.
Thanks to Mikoyan99 for the original Cat and Epervier for revision... ;)
Kind regards
Tobias
-
PBN-1_PBY-5_for410and412_v2.03m.7z* (Final)
I do not remember !
And I do not have this archive!
You can do what you want! ;)
-
Merci Maurice,
Gentlemen, please find latest Catalina experiments with fixed Read Me
in Reply #65.
Please delete Eperviers' 2.03m, this version was superceded/fixed
with his 2.04m content. So far we tested in 4.10/DBW 1.71, 4.12 is troublesome,
hence unsupported, for the rest just give it a try.
Thanks Mate, awesome work
Kind Regards
Tobias
-
Hi Knochenlutscher,
I just downloaded the files from the mediafire link you posted in your Reply #65.
However, when unzipped, the topmost folder is still named "06__PBN-1_PBY-5_for410and412_v2.03m". Also, the Readme file makes no reference to version 2.04. Are you sure that these are the correct updated files for v.2.04?
-
The File, Read captions are updated to 2.04
please find updated Link at Reply #65
reffer to this Reply at compatibillity and 4.12 issues
Kind Regards
Tobias
-
Ok, used the download from reply #65, but I still have the "damaged" fuselage phenomena.
Otherwise it flies fine in my 4.12.1 and modact 5.2 game. Any ideas? Should I generate a logfile?
-
Yes, that should have us sth. to search for.
The curious is, for me it works under it's known restrictions in
CUP
4.12.2/5.30 Modact
DBW 1.71
Could you afford to move to a 4.12.2 version Modact 5.30 install to see if
the prob appears or not?
-
Hello Tobias!
it works in CUP; it loads normally, loadouts are there and the few I tried did show up correctly in the missions;
bombsight does not work, at least it does not show up as it should, but I can live with that;
DM seems ok, I took a Zero and shot one PBY down, there was not any strange behaviour on the part of the Cat;
well, just a quick test, but as said, CUP takes it....
-
Yeah, any Glitches/Bugs are 4.12 troubles we have to take
for the while.
Haven't got time to test CUP deeper, must set up my configurations first.
Just wondering yesterday wanted to testfly sth. but realized have no controls. :\'(
Best wishes and happy weekend Grif
Tobias
-
the Cat itself flies nicely, and the weapon options for the Nightcat are just awesome :)
so apart from the BS issue, it is usable for hunting down Japanese shipping in CUP :)
-
Dear Knochenlutscher,
could you kindly tell me what I have to do to get the bombsight back.
Your readme is not explicit about what I have to do with the content of the alternative for monitor 16/9?
I use CUP.
Best regards.
-
Dear Knochenlutscher,
could you kindly tell me what I have to do to get the bombsight back.
Your readme is not explicit about what I have to do with the content of the alternative for monitor 16/9?
I use CUP.
Best regards.
Yep: simply recode the animation that Team Daidalos broke and rewrite the classfiles. That's outside my remit and yours I suspect but when it is fixed, by one of the 412 conversion specialist coders, we shall all have it.
-
(http://i17.photobucket.com/albums/b75/paulhewson/13042016max20.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/13042016max20.jpg.html)
-
New default skins for exterior and interior (plus new alpha-channel layers) for this PBY airplane-Mod.
Aircraft skin-template by IMME + Falcon + MAX-thehitman
Hope you like them and enjoy
-- DOWNLOAD -- https://www.mediafire.com/download/272bd4k5xi2jazd/PBY_New_default_Skins.7z
Cheers
MAX
Moderators - Feel free to post this on the First Post for everyone.
-
Amazing skin art as usual Max . 8)
Thanks for sharing these. ;D
Cheers,
Ont_R
-
Thank you very much, Max ! :) :)
I am currently very busy but I test asap! ;)
-
OLa, nice. Comes handy, good work mate. :)
-
Realy needed.
Thanks a lot.
-
Moderators - Feel free to post this on the First Post for everyone.
Done ! ;)
-
Thank you Epervier.
This aircraft is nice and is needed for my game. Maybe one day we shall have
a better PBY-5 version with landing gear wheels, but in the meantime, this one will do just nicely :)
The new default skins are just a little "cosmetic work" and nothing special, but at least I tried my best to
solve the problem with the old Alpha-channel layer that make up the windows and other transparent parts
on the aircraft. The old version was showing many little holes in the fuselage.
If anyone wants to change or include more default skins, or change the interior skins, go ahead and make them.
It is all for the best to make this aircraft look its best ;)
Cheers
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Hello Max,
wunderbar! Thank you very much.
Now we need Jerohero's support for nicer engines. ;)
Best regards, Gerhard :)
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Now we need Jerohero's support for nicer engines.
Strange... o_O
In my game (4.09/UP2.01 of course) I have :
- fix Engines by PA_Jeronimo
-
:) ;)
PERFECT....you can do it.....
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Really lookin' forward to seeing this!
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Well done Spider16, thank you so much for volunteering your services.
So many of the guys, who are obviously much less talented than you, have been crying out for this "must have" mod for years ....... from what you are saying I doubt they realised that is such a simple thing to do ....
I look forward to seeing the first beta version of your efforts ..... shall we say "2 weeks" then .... ?
8)
G;
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Sorry guys if I did not understand. I do not have the skills required for this. Just think incomprehensible the fact that we have other aircraft in IL2 using this type of landing gear and it is not available for Catalina version 5A. Again sorry create a false expectation.
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Just thought I'd revive an issue I'm still struggling with on this mod: the mystery of the 'dissolved' fuselage noted back on the first page. Still no idea how to fix it, any help appreciated!
I'm running 4.12.2m + modact 5.3, and here's the tail end of my logfile, if it helps...
INTERNAL ERROR: HierMesh: Can't find chunk 'zFlaps1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Gearc1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearL1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearR1'
INTERNAL ERROR: HierMesh: Can't find chunk 'zFlaps2'
warning: no files : music/inflight
[Nov 16, 2016 9:32:41 PM] -------------- END log session -------------
Thanks!
Herb
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I'm running 4.12.2m + modact 5.3, and here's the tail end of my logfile, if it helps...
INTERNAL ERROR: HierMesh: Can't find chunk 'zFlaps1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Gearc1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearL1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearR1'
INTERNAL ERROR: HierMesh: Can't find chunk 'zFlaps2'
These errors do not affect the progress of the game.
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Yeah, the game works fine, actually! I don't get a CTD, I just have a strange fuselage effect like "barret_g" illustrated on reply #5 in this thread.
Any ideas or help appreciated...
Cheers,
Herb
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Yeah, the game works fine, actually! I don't get a CTD, I just have a strange fuselage effect like "barret_g" illustrated on reply #5 in this thread.
Any ideas or help appreciated...
See #6...
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Just thought I'd revive an issue I'm still struggling with on this mod: the mystery of the 'dissolved' fuselage noted back on the first page. Still no idea how to fix it, any help appreciated!
I'm running 4.12.2m + modact 5.3, and here's the tail end of my logfile, if it helps...
Thanks!
Herb
What I think you mean about that "Dissolved fuselage" is that it has Holes in it? Right?
If so, you should have downloaded the fixes for the entire mod which were posted many months ago.
I fixed the skins and alpha-channels and a few other litle things which makes this aircraft
look a little bit better.
see Reply #65 - fixes by Knochenlutscher+other stuff
and
Reply #77 - my fixes for those "holes" showing in the fuselage +other stuff
There is still alot of other things to fix, and even create a brand new set of wheels to drop down,
but the modders will look at it again soon.
We dont have enough volunteers these days. :(
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Well first, thanks to you both! It's an older mod, and I thought it might be hard to find any help!
Now the bad news; I tried all your suggestions and still have the same problem!
I tried the CF_DO file edit per Reply #6, no luck
I tried the combined PBN/PBY mod per Reply #65, no luck
I tried the new 3do file per Reply #77, no luck
Same problem exists, I get a PBY-5 with proper load outs, modified tail, and it flies fine. (I also get the PBN with no problems.)
But the PBY-5 consistently has the 'damaged' or 'dissolved' looking fuselage.
Any more tricks to try?
Scratching my head,
Herb
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Maybe you are still missing something.
What version game are you using?
I got this thing installed into my VP-Modpack for game version 4.12.
Some older mods also work ok with the 412 game version.
Some times I make other fixes on airplanes for my own personal game as I fly with them,
and I forget to
post an update for everyone, but in this case, I dont think so.
The last time I touched on it a few months ago (probably a year or 2 ago) I discovered the "holes" were coming from
some wrong alpha-channels and a new one had to be painted again and some file entries re-written.
Give me 10 minutes. I will go fly it again and check on my version.
I haven´t flown it in a long time. :P
I will post here for you my game version and you can install it into your game.
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Ok, thanks Max.
I'm flying 4.12.2m + mod 5.3 + VP modpack, and a few more individual aircraft installed added on top of that.
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OK Herb I am back.
Testing it went alright as before. It is flying in the VPmodpack (same pack as yours) since I first installed it a few months back.
No recent patches or anything else seems to have effected it.
Looks great, flies OK.
Even tho it was made for a different game version, it flies in my game.
BUT do take notice that it is still a WIP airplane and more fixes can be made to it.
-- Here is my game version --- > https://www.mediafire.com/file/4fu3jim05j8733e/PBY-5_Mod_Aairplane_2016_MaxPersonalGame.7z
DO NOT OVERWRITE These folders with the one you have now.
ERASE YOURS and then add this new version. (...or disable your version game folder by placing a "-" minus sign in front of the folder).
You can keep the name of my folder just as it is, it will fit perfect into the VP-Modpack. This airplane-mod does not
need to be placed in a special order.
Also re-write all your ini.file entries. -- There is a READ_ME file inside the Mod-airplane folder.
Only problem I notice are the loadouts. It has a few bomb types and a torpedo. That is enough for me, but the
weapons.ru list has many more in it. I have to figure out later how to activate them all into this airplane.
But for now its good enough for me and for some great flying around.
What is more important to me is to have a good and proper looking airplane, the bomb loads and extras come later.
I have included a selection of 3 skins which I was still testing. They are inside the PaintSchemes folder.
The rest of the skins I still have to finish as they are all inside my Photoshop skin-Template and almost ready to be printed out on skins.
They just need a little more detail painting. So far they number 26+ new skins for this PBY.
Test it in your VPModpack and see if you can discover any other fixes for it.
I have already included a new default skin, interior and exterior skin re-textures and some minor file fixes. Will do some more later
when time is available.
Enjoy and have a great flight.
(http://i.imgur.com/RWmsepF.jpg)
-
(http://i.imgur.com/lhijsWI.jpg)
-
(http://i.imgur.com/GNpQ0VP.jpg)
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Very nice skins, Max ! :)
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Praise Jesus! And Max! It works... thanks for your file, a long-time irritation is fixed.
I seem to now have exactly what you're flying (in terms of load-outs available), which is great.
My next quest will be to see if I can add those fixed 20mm cannons and rockets like mikoyan99's mod did. But it's much better for now, thanks again so much for your help!
Cheers,
Herb
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Hey , look at what I found.
Nice poster !
(https://s-media-cache-ak0.pinimg.com/originals/c8/c0/d2/c8c0d2be2beedc51fa792f925f018ec0.jpg)
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:)
very thankful, 4.13.2 sas modatc 6.2
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Max, the following Classfile needs to be re-written if you want
full loadouts.
38023FCA879ACE00
I don't have that Skills coding such stuff. ::(
But cool Tinkering, works fine. :)
Tobias
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Hey , look at what I found.
Nice finding, many thanks. :)
Just found more when googling for pics with "MC72 cutaway". ;)
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Just wondering if anyone is working on the anfib PBY 5A mod? I also have a problem with the 1.02 version as it will only load one torpedo whereas the original Ranwers will load two and drop each on command. I would also like to have both the Ranwers as PBY and the update as PBY 5, but can't get the air.ini correct to complete loading, crashes at over 70%.
1941UH
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crashes at over 70%.
We all get sick and tired of repeatedly asking members like you to POST YOUR LOGFILE.... ... there...... can you read that now ? ........
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Not stupid, not any thing in the Log file, but here it is,
[31.03.2017 2:45:03] ------------ BEGIN log session -------------
[2:45:03] OpenGL provider: dx8wrap.dll
[2:45:04] OpenGL library:
[2:45:04] Vendor: 1C.Multimedia.Dev/Maddox.
[2:45:04] Render: DirectX8.
[2:45:04] Version: 1.1
[2:45:04] Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[2:45:04] Size: 1920x1080
[2:45:04] ColorBits: 32
[2:45:04] DepthBits: 24
[2:45:04] StencilBits: 8
[2:45:04] isDoubleBuffered: true
[2:45:05]
[2:45:05] *** Looking for Advanced CPU Instructions...
[2:45:05] [x] PentiumPro
[2:45:05] [x] Multimedia (MMX)
[2:45:05] [x] 3D (SSE)
[2:45:05] [x] 3D (SSE2)
[2:45:05] [-] 3D (3DNow)
[2:45:05] ColourBits 32, ABits 0, ZBits 24
[2:45:05]
[2:45:05] *** Looking for Render API Extensions ...
[2:45:05] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2:45:05] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2:45:05] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2:45:05] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2:45:05] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2:45:05] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2:45:05] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2:45:05] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2:45:05] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2:45:05] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2:45:05] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2:45:05] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[2:45:05] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2:45:05]
[2:45:05] Maximum texture size : 16384
[2:45:05] Maximum simultaneous textures :8
[2:45:05] MaxAnisotropic (1.0 = none) : 1.000000
[2:45:05] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[2:45:05] WARNING: 'Perfect' Mode required pixels shaders
[2:45:05] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[2:45:05] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[2:45:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[2:45:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[2:45:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[2:45:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[2:45:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[2:45:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[2:45:06] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[2:45:06] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[2:45:06] INTERNAL ERROR: Texture required
[2:45:06] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[2:45:37] Initializing DirectSound playback device...
[2:45:37] Primary buffer created.
[2:45:37] Playback format is set : sampling rate = 44100, num channels = 2.
[2:45:37] Not enought hardware buffers (0), hardware disabled
[2:45:37] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[2:45:37] Default speaker config is : 1310724.
[2:45:37] Direct sound audio device initialized successfully :
[2:45:37] DX Version : 7
[2:45:37] Hardware - disabled [buffers : 0]
[2:45:37] Extensions - enabled :
[2:45:37] EAX ver. 1 [ ] - disabled
[2:45:37] EAX ver. 2 [ ] - disabled
[2:45:37] EAX ver. 3 [ ] - disabled
[2:45:37] I3D ver. 2 [ ] - disabled
[2:45:37] ZoomFX [ ] - disabled
[2:45:37] MacroFX [ ] - disabled
[2:45:37] SIMD render [X]
[2:45:37] num channels 16
[2:45:37]
[2:45:56] Loading mission Quick/CoralSeaOnline/CoralSeaOnlineRedNoneN00.mis...
[2:45:58] Load bridges
[2:45:58] Load static objects
[2:46:01] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/PBN1/skin1C.tga'
[2:46:01] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/PBN1/skin1C.tga'
[2:46:07] Mission: Quick/CoralSeaOnline/CoralSeaOnlineRedNoneN00.mis is Playing
[2:46:07] INTERNAL ERROR: HierMesh: Can't find chunk 'zFlaps1'
[2:46:07] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Gearc1'
[2:46:07] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearL1'
[2:46:07] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GearR1'
[2:46:07] INTERNAL ERROR: HierMesh: Can't find chunk 'zFlaps2'
[2:46:09] warning: no files : music/inflight
[31.03.2017 2:47:48] -------------- END log session -------------
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Dear all,
I see the sea inside the fuselage through the windows of the rear side gunners.
Is that a mirage?
Am I alone to see that?
I use BAT.
Best regards.
Tart
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Dear all,
I see the sea inside the fuselage through the windows of the rear side gunners.
Is that a mirage?
Am I alone to see that?
I use BAT.
Best regards.
Tart
When you landed the seaplane, a little water came into the airplane from the windows being open ;D
,,,, Hey, that is a good explanation ! LOL
This is also viewed on my 4.10 and 4.12 game versions. I guess its normal for the time being. :-|
The airplane would have to be taken into 3d-max and have its fuselage reworked a little more to make it completely
solid on the bottom.
BUT at least in this aircraft it does not show any water inside the fuselage when you take off and are flying.
I noticed this happens on a few other seaplanes, so this is not a unique situation with this airplane. Many others also
have this problem.
I recall also seeing a small boat made by Toomooose a few months back ,which you can also see water inside of its hull.
I am no 3d-expert so I do not know how to fix this. Don´t worry, your seaplane will NOT sink .
https://www.youtube.com/watch?v=e8hLjlvTMkY
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Does this work with the VP modpack?
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Why farting on a re.known messy Mod, it's long surpassed as for hier.him, Hooks, Cockpit, even Java revisions.
To my knowledge both Max's attempt and Eperviers/mine was in 4.12 for the bin.
You end up having defects. Though we gave our best in 2017 and before.
I managed to reinstate the Project Epervier and me started, it cummulated in the WIP Section
and Radar Catalinas, including Cockpit revisions, Loadout Upgrades,
as well as 3-D upgrades and more. That Version is stable and standalone in BAT.
For VP Mod, just try and see.
Warning, the Loadouts require a full swing of DreamK Ordonance Mods, all to be precise.
Read the Briefing and Read Me precisely and make sure you don't miss things.
https://www.sas1946.com/main/index.php/topic,65292.0.html (https://www.sas1946.com/main/index.php/topic,65292.0.html)
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Cool thanks for the heads up.