Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => Dark Blue World Discussion & Support => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => DBW Downloads & FBDSM => Topic started by: SAS~Monty27 on March 28, 2014, 08:39:40 PM

Title: TFM-412 The Next Level [4.12]
Post by: SAS~Monty27 on March 28, 2014, 08:39:40 PM
(https://www.mediafire.com/convkey/4574/c5c2qqmt8rg8mmt6g.jpg)

I posted this here, in the 'Dark Blue World' discussion area, because 'The Full Monty' (TFM) series of Supermods has always been focused on supporting the DBW Project.  With DBW2 certain to be based on V4:12 it is time to get up to speed with the latest version of our beloved sim.

TFM-412 will ultimately adapt to and enhance the DBW2 project when it is released.  Meanwhile; TFM-412 will attempt to establish a comprehensive working 412 mods platform for all enthusiasts.

TFM-412 THE NEXT LEVEL

Presented with many thanks to my friends and colleagues at SAS1946.com; where it is a privilege to serve.  This is clearly the most informed and supportive dedicated Il2 community site and a shining example to all others.  Also to my good buddies AG51Hoss, Bravo, eMeL and RDDR; who have advised on and tested this stuff over more than a year and put up with me on Skype and Email! 

Chris amd Marcus created many new skins, for the Asian and European Theatres, and tested the full TFM-412 setup.  Mike did a lot of mod compiling and content checking as well as flight testing and working on the Screaming Eagles Over Korea 412 campaign - This will soon be seen in the related TFM-412 Campaign/Missions post.  Bravo did a great amount of direct testing, install tweaking and last minute bug-ironing.  Thanks for a detailed and thorough job!

Lets not forget the SAS members and forum contributors who have helped to guide many enthusiasts to the path of complete joy that is a full Il2 modset.

THE MODDERS:
Within each separate mod in every set there is a README - All original READMEs have been included.  Many are retained from the originals and others have been moved in order to prevent them from being over-written.  As so many people work together at SAS, where ideas are often 'cross-fertilised', the list below is an additional acknowledgment of everyone involved.  Our sincere thanks go out to the whole Il2 community.

TFM-412 also presents full and complete credit for every freeware mod used, in these posts, throughout this thread, in the documentation with each set and on the illustrations that accompany each set.  If anyone is aware of a missing or incomplete credit in any part of TFM-412 please PM me; Monty27, either at SAS, M4T or the FM site, with any additional details to be included and I will ammend any offending credits ASAP.
 
***************CREDITS******************
Code: [Select]
SAS~CirX------------------------Creator and compiler of Dark Blue World and SAS FBDSM
SAS~Anto------------------------Classes, flight models, aircraft mods
SAS~Crazyflak-------------------Classes, flight models, aircraft mods
SAS~EPERVIER--------------------Classes, vehicles, effects, aircraft mods
SAS~farang65--------------------New maps and textures
SAS~GJE52-----------------------Classes, aircraft mods, 3DFX
SAS~Monty27---------------------Compiler of the Monty Packs
SAS~Riken-----------------------Classes, aircraft mods, textures, objects and effects
SAS~S3--------------------------Classes, aircraft mods, objects, textures, weapons, FMs and many fixes
SAS~Sani------------------------Classes, aircraft mods, textures, objects and ship building
SAS~Skipper---------------------Classes, aircraft mods, textures, objects and effects
SAS~Storebror-------------------Classes, coding, new core functions for 412
II/JG51 Lutz--------------------SFS Compiler Tool for Tiger's and Claymore's Mods
Agracier------------------------New maps and textures
archie1971----------------------Textures, objects and ship building
asheshouses---------------------Textures, objects and ship building
Avala---------------------------Map textures and assorted fixes
Benitomuso----------------------Classes, coding, sound and visual mods, new core functions for 412
Beowolff------------------------Classes, aircraft, effects, especially the Stinson Amphibian
Birdman-------------------------Classes, aircraft mods, textures, objects and effects
Blumax--------------------------Map textures, objects and effects
Bombsaway-----------------------Classes, aircraft, maps, effects
Bravo---------------------------Testing, advice, bug hunting, setup
Carsmaster----------------------Classes, textures, effects
Checkyersix---------------------Classes, objects, effects, Command and Control mod
Claymore------------------------Classes, aircraft, effects, Claymore’s awesome FW190s
crazyeddie----------------------Textures, objects and ship building
CWatson-------------------------Classes and aircraft mods
Cyberolas-----------------------Map textures and assorted fixes
Diving_Hawk---------------------Textures, objects and ship building
Dreamk--------------------------Classes, aircraft mods and textures
Ectoflyer-----------------------Textures, assorted fixes and aircraft mods
Flakiten------------------------Classes, textures, objects, effects and ship building
F22-Raptor-2006-----------------Classes, aircraft mods, textures, objects and effects
GilB57--------------------------Map textures, especially the beautiful Westfront 1940 map
Gio963tto-----------------------Textures, objects and ship building
Greif11-------------------------Textures, objects and effects
Gumpy---------------------------Textures, objects and effects
Godzyla-------------------------New 3d and aircraft mods
hguderian-----------------------Sounds, textures, various fixes
JapanCat------------------------Classes, aircraft mods
JoneSoft------------------------Creator of JSGME - way back when, for Silent Hunter
kodama--------------------------Classes, aircraft mods, Japan 1946
Lisek---------------------------Classes, aircraft mods
Loku----------------------------Classes, aircraft mods
Lonestar67----------------------Map textures and assorted fixes
Mac1----------------------------Classes, aircraft mods, He280
marcost-------------------------Samples & Female Controller Voicepack
Maus----------------------------Textures, objects and effects
mikoyan99-----------------------Classes, aircraft mods and effects
Mission Bug---------------------Stationary aircraft mods and effects
Oknevas-------------------------New Maps-Battle of Moscow
Pa-jeronimo---------------------Textures, objects and effects
Paulus--------------------------Classes, aircraft mods, weapons and effects
Plowshare-----------------------Textures, objects and ship building
Potenz--------------------------Textures, objects and effects
Ramone--------------------------Map textures, especially the Stalingrad winter map
Ranwers-------------------------Classes, aircraft mods, textures, objects and effects
RealDarko-----------------------Classes, aircraft mods, textures, objects and effects
Red_Fox90-----------------------Classes, aircraft mods, textures, objects and effects
RDDR----------------------------Sound mods, beta testing and winter map textures
rofl----------------------------Ground objects repaints
santobr-------------------------Classes, mods and effects
sputnikshock--------------------Classes, aircraft mods and effects especially the Navaid & GEE mod
St0upa--------------------------Classes, aircraft mods, especially the Zlín Z-50LX
StefanSG------------------------Many 412 Conversions - emerging SAS hero
tarakan67-----------------------Many 412 Conversions - emerging SAS hero
Ten010--------------------------Classes, aircraft mods, textures, objects and effects
Tiger33-------------------------The awesome Tiger33 Soundmod
Tomoose-------------------------Wonderful new ground objects for FMB
ton414--------------------------Classes, aircraft mods, textures, objects and effects
TT------------------------------Map textures and assorted fixes
UF_Zargos-----------------------Classes, objects, textures and assorted fixes
Uufflakke-----------------------Classes, objects, textures, especially Dead Animals mod
Verhangis-----------------------Classes, aircraft mods, textures, fixes and ships
vpmedia-------------------------Textures and assorted fixes
BT~wasted-----------------------Classes, aircraft mods, objects, textures, weapons, FMs and many fixes
Western0221---------------------Classes, aircraft mods, textures, objects and ship building
Wingflyr------------------------Classes, vehicles, effects, new armour
WolfFighter---------------------Classes, objects, mesh improvements, especially pilots
Yeager_1946---------------------Classes, aircraft mods, textures, objects and effects
101tfs--------------------------Classes, aircraft mods, textures, objects and effects
WindWpn-------------------------Main Proponent of the Clean Modding Principle for Il2

***************CREDITS******************

(https://www.mediafire.com/convkey/eda3/3p2428of7nit64h6g.jpg)

THE VASTLY IMPROVED WORLD OF 412

UPDATED CODE
Everything about Il2-412 makes it look and feel like a new sim.  Of special note here is SAS Modact 5.3, the best Modact so far, built with full AI support and a screen randomiser and presentation that towers above other flightsim programs.

BETTER FLIGHT FORMATION CONTROL
Even from a straight update; the improved 4:12.2m FMB is incredible.  Aircraft can now start anywhere you place them and taxi into position.  Takeoff can be set to single, pairs or line abreast; Battle of Britain style.  Once in flight all waypoints specify a formation type and mission role. 

(https://www.mediafire.com/convkey/c833/rd6nuo733669ab66g.jpg)

IMPROVED AIRCRAFT STARTUP
Seaplanes may now be placed on any stretch of open water for Takeoff/Taxi and even launched from Destroyers (See the Mods).  FMB Objects are labelled more clearly too, in fact, the improved FMB alone, renders all previous Il2 editions completely obselete for me!  (Thanks Hoss, you 'told me so'!)

BETTER PERFORMANCE
Performance is improved across the board as old memory leaks and java errors have been dramatically reduced and tidied up.  The scenery looks better and the lighting and water is much improved (ship wakes are really pretty).

(https://www.mediafire.com/convkey/8936/n2g7gb98qh97e2n6g.jpg)

UNLIMITED STATICS
Statics can be created from parked AI, which gives us a parked version of EVERY aircraft in the sim; each of which can also be individually skinned in FMB for each mission.  In addition to that Mission Bug's new Static Aircraft Mod leaves nothing out!

DYNAMIC SCENERY
In addition to statics, ANY aircraft in the sim may be used as a taxiing aircraft in the scenery, for added ambience, eye candy and realistic hazards.  The takeoff itself is no longer restricted to runways, hidden or otherwise!  In 412, Helos can start/liftoff from forest clearings and Battle of Britain fighters line up 9/12/15 abreast on any handy looking flat-ground and smoothly (no sudden chock-jumping anymore) move into position and takeoff together.  This allows for the creation of improvised strips and temporary FBOs. 

(https://www.mediafire.com/convkey/222a/hs843gxapr73zoa6g.jpg)

THE FUTURE
Looking at so many marvelous mods, across a range of disciplines, it is clear that 412 allows for a greater expansion with more possibilities.  It was a hard decision to make at first, but ultimately a great leap forward for all players who take the plunge.  TFM-412 is designed to make it easy for anyone to aquire an extensively modded 412 install with a reasonable number of sequential downloads.  There are 24 TFM-412 Packs and a number of non-sequential JSGME Options, or Switches.

4:101 IS OBSELETE (IMHO)
The new FMB, especially 'Formation Control', 'Taxi to Park' and 'Dynamic Scenery' represents a quantum leap for mission builders.  With these features written into FMB missions (and to be expanded to QMB and DGen) Il2/1946 now feels like a proper flightsim as well as a great shoot-em-up ride.  Try 412 and you will quickly see there is no going back!

(https://www.mediafire.com/convkey/fd53/4ad2k2ho2547s496g.jpg)

A MODERN FLIGHTSIM
Taxiing AI and parked AI scattered about the scenery bring your airfields to life and make our dear old Il2 feel like a modern Flightsim with a busy environment.  At this point it is down to the mission designers to manually place these features using their imagination and experience.

TFM-412 ADDONS
On top of the vast improvement that is V4:12.2m - TFM-412 adds CY6 Command and Control for in-flight mission goals and interaction, GCI, SAR and many other features.  Also added are extra airfield and ambient sounds, from CY6 and Stuka40, plus many of our favourite maps, new aircraft, ships, objects and sounds.  The latest SAS Engine Mod 2.7 is fully integrated for implimentation of Catapults, Jet Engines and more complex 412 prop conversions, such as Claymore's FWs.

(https://www.mediafire.com/convkey/a9e5/1m05alpnap94wd16g.jpg)

WELCOME TO TFM-412

Building this new install was the first time, in many years, that I actually took out my original Il2/1946 discs.  For those that have not yet done so; I recommend you do the same and then patch up to to 4:12.2m.

OFFICIAL Il2 PATCHES
http://www.sas1946.com/main/index.php?topic=8528.0

SAS Il2 4:12.2m MEGA PATCH
http://www.sas1946.com/main/index.php?topic=38443.0

SAS MODACT 5.3
http://www.sas1946.com/main/index.php?topic=37662.0

INSTALL CHECKLIST
1)Clean Il2/1946 4:12.2m install required. - Tested and working.
2)Add SAS Modact V5.3 and AI Flyables.     - Tested and working.
3)Add UP-SFS files from UP3 Packs (see the list below).
4)Add new #TFM-412 Packs to JSGMEMODS and activate in order.

This is my platform for learning the new features of 412, the much improved FMB and the much larger list of functions.  Now I can get on with making V4:12.2m Campaigns and Missions!

DOWNLOADS
Each individual TFM412-Set builds on the previous one and is designed for use with JSGME or similar utilities.  These sets are numbered sequentially and it is ESSENTIAL to install them in #TFM412-number order.  The only rule is: - Pay attention to the number of the pack and make sure they they all follow each other.  Allow each subsequent set to overwrite the previous one as content is added.

ALL TFM-412 USERS SHOULD DO THIS FIRST!
This install of TFM-412 principally adds content to the #SAS folder.  In cases of previously modded 412 installs or even 'Total User Screwup' you may 'REM' the #SAS folder, by renaming it with a (-) in front, and replace it with this VANILLA, ie; unmodified, example of a clean #SAS folder. 

Please make sure you have a CLEAN VANILLA #SAS BEFORE YOU START!
#SAS VANILLA MOD FOLDER
DOWNLOAD-         https://www.mediafire.com/?4mnsx6ufazmqfmb


This will return your 412 install to a CLEAN VANILLA state with SAS Modact 5.3. ie: Back to square one just as if you had disabled all mods and only installed SAS Modact 5.3. 

Now add the AI Flyables.
Now add any other AS Modact 5.3 options that you want.
Go and test your lovely new 412 install and get ready to expand it.

(https://www.mediafire.com/convkey/67b4/8oy4dc9p02y0qdx6g.jpg)

#TFM412-01_MAPMODS
SFS Loader for UP Maps by Storebror
VP Media's Map Upgrades
North Korea v1.41 by CY6
Midway Late by 242Cat & Bombsaway
MaxTheHitman's excellent retextures and new objects for FMB

#TFM412-01_MAPMODS
DOWNLOAD-         https://www.mediafire.com/?e8ndutd7n0qyuzo

NOTAMS:
For the expanded map packs to function please ensure that you have these UP-SFS files in your Il2-Root Directory:

Code: [Select]
up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs

These are the SFS files from Ultrapack, usually installed into Il2 V4:101+, often prior to installing DBW.  You do not need anything else from a previous DBW or UP install, just the SFS files listed above.  If you are upgrading your install from DBW/UP3 to 4:12.2m these SFS files will already be present in your Il2-Root Directory.

Alternative sources for the sfs files required by TFM-412 maps

A.

1. http://ulozto.sk/xffghqU9/002-upmaps-rar  (http://ulozto.sk/xffghqU9/002-upmaps-rar)
2. http://ulozto.sk/x2bGPfRj/002-upmaps2-rar  (http://ulozto.sk/x2bGPfRj/002-upmaps2-rar)
3. http://ulozto.sk/xn7f5TeW/002-upmaps3-rar (http://ulozto.sk/xn7f5TeW/002-upmaps3-rar)

B.

http://www.derrierloisirs.fr/il2/bdd2012/

http://www.derrierloisirs.fr/il2/TFM-412/_19xSFS_files01.rar
http://www.derrierloisirs.fr/il2/TFM-412/_19xSFS_files02.rar
http://www.derrierloisirs.fr/il2/TFM-412/_19xSFS_files03.rar
http://www.derrierloisirs.fr/il2/TFM-412/_19xSFS_files04.rar
http://www.derrierloisirs.fr/il2/TFM-412/_19xSFS_files05.rar
http://www.derrierloisirs.fr/il2/TFM-412/_19xSFS_files06.rar
http://www.derrierloisirs.fr/il2/TFM-412/_19xSFS_files07.rar

Now that you have expanded the range and functionality of your V4:12.2m/SAS Modact 5.3 Install; Let's add some new aircraft, ships and other objects:

(https://www.mediafire.com/convkey/563d/ghtc1st2fjmk0jt6g.jpg)

#TFM412-02_AIR-109s
Bf-109 Ultimate Pack v4
New in Version 4
- Rewritten code to incorporate changes from 4.11.1m and 4.12.2m
- Packed into SFS for first time
- Added new variants - Early 109s, S-199, T-1, T-2 and G-2 1.3ata
- G-2 returned to default 1.42 ata engine boost
- Added new trop filters from TD
- Using JapanCat's new 3D
- Significantly expanded static aircraft list - shows trop filters on desert maps
- Added Jeronimo's wheels and prop mod
- Added startup flame mod
- Added Wolfighter's pilots
- Includes Der Wurstenfuch's cockpits by default
- Many custom skins removed in favour of excellent default skins in 4.12.2m
- AllHolesSolved bugs finally fixed! No more disappearing fuselages, issues with bailing out or bouncing crashed aircraft

IN ADDITION:
SAS Engine Mod V2.7
Claymore's .fb410_clay01.sfs. File in preparation for Claymore FWs.

#TFM412-02_AIR-109s
DOWNLOAD-         https://www.mediafire.com/?hpamjgckf2vxl63


(https://www.mediafire.com/convkey/cfaf/kluhhpte54doxqh6g.jpg)

#TFM03_AIR-ClaymoreFWs
Claymore's FWs for 412
By Claymore
412 Conversion By StephanSG

#TFM412-03_AIR-ClaymoreFWs
DOWNLOAD-         https://www.mediafire.com/?nkc1lmo3mymlkil


(https://www.mediafire.com/convkey/d354/r06p7btlrkf5tor6g.jpg)

#TFM412-04_IJN
Zeros By Japancat
Tonys By Japancat
A6M2-K Zero Trainer By Ten010
Aichi M6A Seiran By Ten010
I-400-class submarine By Ten010
Catapult By western0221

#TFM412-04_IJN
DOWNLOAD-         https://www.mediafire.com/?ga2ckaepl1tlxz4


(https://www.mediafire.com/convkey/c14f/39l7cphxwy2pyqb6g.jpg)

#TFM412-05_RAF-01
SAS Spitfire Pack - v3.0
- All early model Spitfires now in one convenient pack
- New 3D model for Spitfire Mk II
- Sliding canopy, with taxi view
- Non sequential plane in squadron fuselage codes
- Individually adjusted flight models
- Wing cannon jamming on MkIb
- Manually retracting undercarriage on Mk I early fuselage, issues with bailing out or bouncing crashed aircraft.

IN ADDITION:
Meteors By Ranwers
TyphoonMkIa By Riken
CZKs Typhoon & Tempest Upgrade
SAS Hurricane Pack V21
Westland Whirlwind By Storebror
SAS Gladiator Pack By Muas/Charlie Chap/Avala
Gladiator Mods By mikoyan99

#TFM412-05_RAF-01
DOWNLOAD-         https://www.mediafire.com/?c835yrqct8boxna


(https://www.mediafire.com/convkey/4b19/i40b346e2djt26d6g.jpg)

#TFM412-06_RAF-02
Spitfire MkXVI Aviator Mod Team
Spitfire PRMkXI Aviator Mod Team
Seafire Late (Griffon) SAS edition
Hellcats By Riken
Shmittfire By GJE52
Magister SAS edition
Tiger Moth SAS edition
Westland Wyvern By mikoyan99

#TFM412-06_RAF-02
DOWNLOAD-         https://www.mediafire.com/?tr7c3084t3sxylk


(https://www.mediafire.com/convkey/0ac3/fm4vv1z06gz972i6g.jpg)

#TFM412-07_AIR-262s
SAS Me262 Ultimate Pack
AMT Schnellbombers
Me262B By GJE52
Me262TPF By GJE52
412 Conversion By Storebror
CY6 C&C V3031
Groundcrew By Tomoose
Ambient Sounds By Stuka40 & CY6
Early Dorniers By Ranwers
He-177-A3 By Storebror

#TFM412-07_AIR-262s
DOWNLOAD-         https://www.mediafire.com/?882r3xekd1rh062


(https://www.mediafire.com/convkey/55f9/kw59595ty5qtvxs6g.jpg)

#TFM412-08_Korea
Jetwar By Aviator Mod Team (AMT)
Skyraiders By CY6
Panther By Freddy and Flakiten
Chikasaws By Flakiten
Korean Era Carriers By Ashehouses
24Bit HD Skinmod
KB-29P & F-84G By Flakiten
F-84G Gear Fix By Tarakan67

#TFM412-08_Korea
DOWNLOAD-         https://www.mediafire.com/?2cuels1g6nwfabp


(https://www.mediafire.com/convkey/f9b0/2aa9azg49p8a2w76g.jpg)

#TFM412-09_Coldwar
czk's Shooting stars upgrade V4
F9F-2 Cougar By AMT
F-100D/F Super Sabre By SAS Team
L-159G By GJE52
MiG-19s By AMT
MiG-21s By SAS
MiG-21 Third Generation By BT~Wasted
Yak-36 Freehand By S3
MiG-15UTI By AMT
Java, FM and classfiles by SAS~Anto and SAS~Storebror
New skins by _Harpia_Mafra55_
New 3D by Red_Fox90
Original 3D by PeterD
Original Cockpit by Freddy and Robo
New pilots by Wolfighter, Crazyflak and Red_Fox90
LOD, Texture and HIM fixes by Birdman

#TFM412-09_Coldwar
DOWNLOAD-         https://www.mediafire.com/?fa1han571qz7di6


(https://www.mediafire.com/convkey/1d93/yhk1l373bq36ja26g.jpg)

#TFM412-10_SHIPS
IJN Yamato by Diving_Hawk
IJN Kuma by Ashehouses
IJN Shinano by Ten101
USS Iowa by Diving_Hawk
Seaplane-Catapult for Iowa
Seaplane-Kingfisher By mikoyan99
Seaplane-N1K Rex By SAS~Cirx
HMS Eagle by Ashehouses
Colossus Class by Flakiten
Colossus Family by western0221
Armed Trawlers By gio963tto
HMS/IJN/ITAL Corvettes By gio963tto
HMS/IJN/ITAL Escorts By gio963tto
HMS U-Class Subs By gio963tto
HMS E-Class By gio963tto
HMS VW-Class By gio963tto
USS Yorktown By Ashehouses
USS Enterprise By Ashehouses
USS Hornet By Ashehouses
USN Fleet Carriers by Plowshare
Many technical fixes By western0221

#TFM412-10_SHIPS
DOWNLOAD-         https://www.mediafire.com/?n8j4b5xk26hzh9w


(https://www.mediafire.com/convkey/6cbf/8c2rla9ocgnt97d6g.jpg)

#TFM412-11_AIR_EXTRA
B4Y1 By gio963tto
Fl-282 By Mikoyan99
F1M By Mikoyan99
He280 By Mikoyan99
H5Y By Mikoyan99
H6K4 By Mikoyan99
Monsoon By Mikoyan99
Stranraer By Mikoyan99
He-60 By Dreamk & Aiko
B26 By Ranwers
PBY/PBN By Ranwers
Su25 By Ranwers
Tu95 By BT_wasted & Ranwers
Bell47 By Sani
L-5 Stinson By Beo
XC-47 By Beo
More Groundcrew By Tomoose
Minor Fixes and tidying up...

#TFM412-11_AIR_EXTRA
DOWNLOAD-         https://www.mediafire.com/?khf2cp1mengyf99


(https://www.mediafire.com/convkey/d306/nb4e8i1mn7kn48h6g.jpg)

#TFM412-12_Props Upgrade
Fairey Battle Pack By SAS~Cirx
Bf110 Pack By SAS~Cirx
Bf110G4 NF By SAS~Cirx
A-20 Boston By WTE-Newy
GeeBees By Loku
Stinson By Flakiten
Birdog By SAS~Skipper
Muas F4U1 Birdcage By crazyflak
Late Corsairs SAS Repack 412
Jugs Reloaded 412 SAS~Storebror
Vital 412 Updates for various projects - tarakan67 - Stefan SG
All previous work for P-47 versions have been merged into this single pack!
Blenheim Nightfighter By Newy, RAZOR1UK, Ranwers, Docholiday, Dreamk & Stefan SG
P-38 Droopsnoot By BBury, Loku, Monguse, Gibbage, Ranwers, Karaya, Birdman & SAS~Cirx

#TFM412-12_Props Upgrade
DOWNLOAD-         https://www.mediafire.com/?5byht7iey75lcju


(https://www.mediafire.com/convkey/d36d/wk0lktejn03ky7z6g.jpg)

#TFM412-13_Lucky-13
Chocks Animation By Benitomuso
Stabilisers By SAS~Storebror
P-51 Hydraulics Mod By F22-Raptor-2006
Aero Su29AR By SAS~Cirx
Ar-234 Pack for 412 By Stefan SG
B7A1 V1.0 for 412 By Ten010
Blohm & Voss 141 By Mikoyan99
Blohm & Voss 237 By Mikoyan99
Beechcraft 18 - SAS~Cirx-BBury-Wolfighter-Ranwers
Me210/410 By Crazyflak
D4Y2/3 By ten010
Divine Wind By SAS~Sani
Fiat G50A/AN/B - western0221-Red_Fox90
FW190T By Crazyflak
He-162B5 By Paulus
He-280 By mac1
J7W1/2 By Paulus
Ki-98/I/II/III By Paulus
PWS10 By Loku
PWS26 By Loku
PZL24Series By Loku
R2Y1 By mikoyan99
RWD10 By Loku
Z50LX By St0upa
Zlin Z26 By Paulus
GAZ-66 Trucks By western0221
Helico AI By Epervier
Superflak By CY6
Vehicles By SAS~Sani-Ranwers

#TFM412-13_Lucky_13
DOWNLOAD-         https://www.mediafire.com/?q1myy41xi1buc1c


(https://www.mediafire.com/convkey/37f5/mmxzoa6fl4acqdw6g.jpg)

#TFM412-14_Curvature
PA_Geronimo fixes Cowlings-Props-Spinners-Wheels
P-40E 3do By ROCK
Wolfighter's Pilots

#TFM412-14_Curvature
DOWNLOAD-         https://www.mediafire.com/?785jubzzj1x80ui


(https://www.mediafire.com/convkey/c939/knbclb3ykrzygar6g.jpg)

#TFM412-15_Rabaul
Bravo's Better Smoketrails
Rabual 1944 Map By Bee

#TFM412-15_Rabaul
DOWNLOAD-         https://www.mediafire.com/?foug6ag0zhc4ebz


(https://www.mediafire.com/convkey/9abd/yk6jt41ow1cv4ib6g.jpg)

#TFM412-16_Map-Pack-2
More maps added to TFM-412
Benghalli By Avala
Batavia By Agracier
Cape_Gloucester By Agracier
Narvik By Agracier
B29_Alley
Battle of Moscow By Oknevas
mixx_Zapolar'es Norway
East Baltics By uzav
Pacific Maps Unified By Slikk
KM_Nordbayern
R_desert BY Redko
Madeira By HRT
MidEastBIG
Tunisia By MrO

#TFM412-16_Map-Pack-2
DOWNLOAD-         https://www.mediafire.com/?8g1djine8umk6oo


(https://www.mediafire.com/convkey/dfa8/qqtk8s1vi8mgdi16g.jpg)

#TFM412-17_Heaven-17
B-24J By SAS~Sani
B-24D By SAS~Riken
Mil-24 Hind By BT_Wasted
LiberatorGR.V By Doc Holiday
Catalina Update By Mikoyan99
Ju-52 Transport By F22-Raptor-2006, BJ=Croc, barnesy12, Godzyla

#TFM412-17_Heaven-17
DOWNLOAD-         https://www.mediafire.com/?1kie5rfonsiilah


(https://www.mediafire.com/convkey/553a/l3u0s26vmbcqouw6g.jpg)

#TFM412-18_Nightcats
Mission Bug's Static Aircraft
Rabaul Updates to 2 By Bee
GEE + Navaid mod (v1.2) By sputnikshock
Wuerzburg-Riese + Freya (C&C style GCI radars)  By sputnikshock
Realistic Lights v1.5 By santobr
Fi-156U By Bombsaway
SB2U Vindicator By CWatson
Vought 156-F By CWatson
Bolton Paul Defiant By Ectoflyer
P-61A/B By 101tfs, Crazyflak & Storebror

#TFM412-18_Nightcats
DOWNLOAD-         https://www.mediafire.com/?oidgdoeuwn2vqlo


(https://www.mediafire.com/convkey/7de7/45ydk484euyyvss6g.jpg)

#TFM412-19_Map-Pack-3

Dutch New Guinea By SAS~Farang65
BTM Island Update By SAS~Bombsaway
Retex-Makin Atoll By SAS~Bombsaway
Retex-Chichi By SAS~Bombsaway
Retex-Coral Sea By SAS~Bombsaway
Retex-Truk By SAS~Bombsaway
MiSp_Pacific By Mixx & Spdr109 2013
Lost Islands By Agracier
Retex-Wake Island By DaveOD06
Retex-Western Carolines By DaveOD06
Marianas Expanded By DaveOD06
Monte Cassino By Zipzapp

#TFM412-19_Map-Pack-3
DOWNLOAD-         https://www.mediafire.com/?hdt485onp5zmaqb


SAS~Farang65, SAS~Bombsaway, Agracier, DaveOD06, Zipzapp, Mixx & Spdr109 - Master Map-Makers and Texture Artists bring you another TFM-412 Map Expansion.

(https://www.mediafire.com/convkey/7b4a/bdttwbh9vrbat626g.jpg)

#TFM412-20_Map-Pack-4
16 Maps Spain By RedEye_Jir
Djibouti mod By Agracier & Tom2
Serbia By Avala
Sidi Ifni mod By Agracier & Tom2
Svalbard By Lynx23
War Over Italy By Volperossa
Zimbotho by Caldrail
Desert Trees By Uufflakke

#TFM412-20_Map-Pack-4
DOWNLOAD-         https://www.mediafire.com/?zc2yulac1d19nan


(https://www.mediafire.com/convkey/9fd1/6ylelenedlpypeh6g.jpg)

#TFM412-21_Midway
Cannon Sound Mod By Western0221
IJN Fleet Carriers By Western0221
IJN Battleship Nagato By Western0221
Grumman J2F-Duck By Cwatson & Skipper
Grumman J2F-Duck Skins By GIO1963tto & Stanislao

#TFM412-21_Midway
DOWNLOAD-         https://www.mediafire.com/?rzccz2yzyx91o29


(https://www.mediafire.com/convkey/7e77/chfdivxns3n7ech6g.jpg)

#TFM412-22_SHIPS2
USN CVLs By Plowshare
USN Destroyers By Plowshare
Carrier Crew V5 By Ranwers
Amphibious Assault By Ashehouses & Flakiten
KM Bismark By SAS~Sani
Aquilia, Peter Strasser & Graf Zeppelin By Archie
Ship Pack 2 Project - QTim/FatCat/Archie/HSFX team/Char Aznar/Dunkelgrun/Asheshouse

#TFM412-22_SHIPS2
DOWNLOAD-         https://www.mediafire.com/?36yuajingb88faq


(https://www.mediafire.com/convkey/dc97/e9pr9mgu5a9afl26g.jpg)

This TFM-412 set adds the remaining Wildcats, a few other aircraft, updates the Korean Theatre and some good Vietnam Maps for 412.

#TFM412-23_WILDCATS
PZL 23B By Loku
RWD8 By SAS Team
PZL 37B By Ranwers
Harvard MkI By KiwiBiggles
MAP-Reno Nevada By UP~Boomer
MAP-BB_Vietnam_War By batbomb
MAP-TAM_Sinai By The_Alaskan_Man
MAP-PS_South_VietNam By Mission Bug
LA-9 & LA-11 By 101tfs/crazyflak/Wolfighter/Birdman
Bloch210 By Dreamk/Tarakan67/SAS~Epervier/Archie/Agracier/Stefan SG
Wildcats By PA_Jeronimo/Griffon_301/BravoFXTRT/MissionBug/Beo/StefanSG
F-82 Twin Mustang By CY6/Barnesy12/Beo/PA_Jeronimo/CWatson/Ranwers/Gumpy/Texx
Martlets By SAS~CirX/Veltro/SAS~Epervier/PA_Jeronimo/BravoFXTRT/StefanSG/CanonUK/CanonUK/HBPencil

#TFM412-23_Wildcats
DOWNLOAD-         https://www.mediafire.com/?04iymhjas2601h6


(https://www.mediafire.com/convkey/77fc/f7sojsilxke55846g.jpg)

#TFM412-24_Coldwar2
SAMs By FM Team
OV10 Bronco By CY6
A-4 Skyhawk By FM Team
_0_GJE52_Arms By GJE52
F-8 Crusader By Mario71
F-4 Phantom II By SAS~S3
L-159F Petrel By SAS~GJE52
L-159G Kestrel By SAS~GJE52
F-86C/YF-93 Sabre By SAS~GJE52
A-4 Skyhawks for 412 By 4S_Vega
F-8 Crusader for 412 By 4S_Vega
A-7 Corsair II By Mario71 & 4S_Vega
Fast Jet Code Fixes Paulus/western0221
Loach By Hawkman/CY6/Flakiten/SAS~Sani
MiG-21 Flight Model for 412 By 4S_Vega
CY6 Command and Control 1966 By 4S_Vega
A-4E Skyhawk "Buddy Tanker" By western0221
Bell AH-1 Cobra By Kesselbrut/melissa/Milan/4S_Vega/Teacher/BT_Wasted

IN ADDITION:
Ju-188A2 By Ranwers
Siebel Si204D By Ranwers and Loku
He-280 Fully updated to 412 By mac1
Bf109 Zwilling 3D Upgrade By Grief and Japancat
F-4 Skins By Harpia_Mafra55/Mexchiwa
F-8 Skins By Harpia_Mafra55/BatBomb
Loach Skins By Hawkman/Texx/OC Tiger

#TFM412-24_Coldwar2
DOWNLOAD-         https://www.mediafire.com/?famv699q1b425e1


(https://www.mediafire.com/convkey/d280/cyx8f6fraaj3ccq6g.jpg)

#TFM412-25_Carrier Wings
A7M2 By 101tfs
MB152 By Ranwers
AC-47 Spooky By CY6
Arsenal_VG33 By mac1
LeO451_v1.3 By Ranwers
Dewoitine D.520 By Ranwers
CaudronCR714 By =JFC=PhilHL
Oriskany & Hancock By Karla
Essex carrier crew by Ranwners
Ki-44 Gunsight fix By Stefan SG
Early carrier mods by Diving_Hawk
Stationary Upgrade By Mission Bug
Ki-44 extra classfiles By Vampire Pilot
ShipExtention2.20.0(4122) By western0221
Essex angled deck carriers By western0221
No Open Canopy Flight Model Fixes By Paulus and Vega
Clemenceau class 6 ships pack ver1.30 (4.12.2m) By western0221
Ki-44 extracted from Tainan-kosho v1.2B By Japancat, Malone and Rebel

#TFM412-25_Carrier Wings
DOWNLOAD-         https://www.mediafire.com/?97pu96ra8ot7niu

**********************************************************

ISSUES AND SPECIAL INSTRUCTIONS:
Currently we have one old problem; Closed Canopy Takeoffs for the new 412 version A-4 Skyhawk.
At the moment the Scooters still takeoff with their canopies open, a throwback from earlier Il2 coding.
This issue will be solved when a new FM becomes available.
Please don't post any daft pictures as if we don't know already.
Every other navy carrier aircraft here is tickety-boo!
Future sets will also include the larger angled deck US Navy carriers.

This mod ...Il2/#SAS/!0000_PAL-Chocksv4122 needs to disabled (-) if you want to fly jets off carriers. 
There is a small classfile conflict with some parts of the Carrier Takeoff mod.

As it is this set will provide some wonderful new aircraft to play with and a few minor issues should be put aside for now IMHO.  Other improvements, such as development of the Phantom II model and cockpit, are underway AFAIK, and will be integrated into TFM-412 when they become available.


(https://www.mediafire.com/convkey/b3a8/9ok87y2yq479e3e6g.jpg)

This is TFM-412 No.26, a special package, called 'Hangar-19', that features some new aircraft, a few minor fixes and a critical new Stationary.INI Update to prepare for the imminent release of the new TFM-412 Campaigns; Battle of Britain, Battle of Midway, and Screaming Eagles Over Korea.

#TFM412-26_Hangar-19
DOWNLOAD-         http://www.mediafire.com/download/6m53ar33t7w0y5h


(https://www.mediafire.com/convkey/2782/e9mkq4xdgobrcek6g.jpg)

#TFM412-27-HEAVIES
Avro Lancaster
Ranwers masterpiece has long been on my wish list for TFM-412, thanks to Stefan SG & Tarakan67 for the 412 conversion work and 101tfs for the 3D Upgrade.  Full credits are in the documentation and original readmes are retained.

Armstrong Whitely
Another wonderful heavy to join the 412 flightline, By Gio963TTo, Barnesy12 (new ailerons), Stanislao (default skins) and Cwatson creating the Slot, FM, class and Weapon loadouts.

CH-34 Wessex Set
Capable of true hover and backwards flight this is another fantastic Helo for Il2.  Created by Gio963TTo, with skins and textures by OC-Tiger and EctoFlyer.

Fairey Firefly FR Mk.I
The prolific team of Ectoflyer & CWaston present an excellent Fairey Firefly that is technically a franken but doesn't look it at all!

Korean Era Carriers By Archie
This set includes a Korean Theatre update that adds Archie's versions of the Korean Carriers, with full on deck crew and working Steam-Cats.  I really like the look of these in TFM-412.  The (soon to be released) Campaign and Mission set Screaming Eagles draws on essential addons from this pack.

The earlier B-26 Marauder Upgrade has also been included, so that the separate fix is no longer necessary, plus a minor wingtex fix for the Skyraiders.

#TFM412-27-HEAVIES
DOWNLOAD-         https://www.mediafire.com/?lmfqyw69u416u3b



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#TFM412-27-Heavies-PATCH

For those who have had problems with the Lancaster; it seems the download is a little large and some inconsistant results with this folder have been found.

The other folders in #TFM412-27-Heavies are A-OK, so this patch will provide a complete new Lancaster folder.  This Patch will work on top of the previous pack, so its real easy to apply after #TFM412-27-Heavies.

DOWNLOAD
https://www.mediafire.com/?paxbxlrki4m4zch


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(https://www.mediafire.com/convkey/01ff/g7hgpyx5qdwgcu26g.jpg)

[#TFM412-28-LOGISTICS

Wflyr's New Vehicles with Il2-412 Compatibility by western0221
Thanks to the great mod-meisters for another superb 412 Upgrade; smoothly incorporated into TFM-412 set No.28 for another easy instant install. I always loved Wflyr's Vehicles and thanks to western0221's 412 conversion you can be certain to see them turning up in new Monty27 campaigns and retro-patched into the existing ones too.

This set also includes the map-patch for the fantastic Burma_Lower Map, By Czech Texan; now fully functional in TFM-412. So open up your FMB for a real treat!

DOWNLOAD:
https://www.mediafire.com/?k0uvb7uv1uvh85u


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(https://www.mediafire.com/convkey/10c1/pc6n3fzd482v8v26g.jpg)

#TFM412-29-COASTAL COMMAND

Thanks to Docholiday and his international team of modders for this fabulous Coastal Command upgrade featuring the highly specialised rocket-armed Beaufighters and Mosquitos of Coastal Command. Now ready for TFM-412.

DOWNLOAD:
https://www.mediafire.com/?zpzkhzof323ckhc


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(https://www.mediafire.com/convkey/2cc1/gcisn6x5cgd5dcu6g.jpg)

#TFM412-30-FLIGHTLINE

Flightline Service Upgrade

Featuring the wonderful new Hudson and Super Electra, by gio963tto and his international team, and further filling out the flightline with Spitfire's Mk12 and Mk14, repacked by SAS~Cirx, alongside the Il2 Community P-40/K/N Pack and the brilliant MiG-3 revamp by Epizikl and his team.

DOWNLOAD:
https://www.mediafire.com/?pitqo70rqp1cu7p


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(https://www.mediafire.com/convkey/0979/it6y5xfq7751nh26g.jpg)

#TFM412-31-BOMBERS

BOMBER'S MOON
Principally designed to expand Bomber Command for FMB; this set features the Halifax V4, working in TFM-412, and static models for the Halifax, Lancaster and Liberator GR1.

DOWNLOAD:
https://www.mediafire.com/?ytc5rwxcnbe6tuj


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(https://www.mediafire.com/convkey/e43f/r9izg7c9mo9as116g.jpg)

#TFM412-32-NJ SPECIAL

Featuring the A-26 B & K Invaders by MAC1 and Docholiday
MAC1's Invaders beautifully illustrate these classic CAS and COIN aircraft which saw a lot of action in Southeast Asia from the 1950's to the 1970's. The development of the Il2 model started a few years ago with Docholidays lovely model and endured a difficult development history with modders coming and going and the lovely aircraft gathering dust on various hard drives. About a year ago MAC1 started to collaborate with Doc to finish the model and classes. This is the end result.

Dornier Do-335A-6 Nightfighter by Lisek
Although the Dornier is currently flagged for 410 I was keen to test it in TFM-412 and have had great results all round with the TFM-412 setup.

Original Do-335 by 1C:Maddox
New 3D by Lisek
Wheels and spinners by PA_Jeronimo
New classes and FM by SAS~Anto
Default skins, skinpack by max_thehitman
Help also from Crazyflak and SAS~BravoFxTrt

New FMB Objects by Tomoose
With the release of Airfield 3, Tilley & Stuff and Dock Items; Tomoose has created many more fantastic objects for FMB. IMHO FMB is still the best such utility for any flightsim and these new objects really enhance Il2 mods and TFM-412. Look out for these at an airfield near you very soon!

DOWNLOAD:
https://www.mediafire.com/?28x6v7v18dyh5p4


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(https://www.mediafire.com/convkey/769b/n1v6n515b9xc80j6g.jpg)

#TFM412-33-Phantom-II


SPECIAL INSTRUCTIONS:
BEFORE INSTALLATION OF THIS PACK - Go into your ##/IL2/#SAS folder and disable (Put a (-) in front of it) the following folder: '_00_F-4 Phantom II' - ie renamed to '-_00_F-4 Phantom II'.  Then activate #TFM412-33-Phantom-II with JSGME, or copy it over with whatever other method you use.

This set updates the Phantom II with a beautiful new cockpit, SAS engine mod fixes and various compatibility patches, all beautifully put together by Western0221.  This brings 'Double Ugly' up to the same standard as the SAS MiG21, an incredible achievement.

DOWNLOAD:
https://www.mediafire.com/?o2n833e5de5q62g


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(https://www.mediafire.com/convkey/0b8d/tf2r99gv76368466g.jpg)

TFM-412-34 MAP-PACK-5
Time for another comprehensive addon for the Maps of TFM-412:  Following helpful BDA from our pilots and a lot of hard FMB testing data, this latest set adds some wonderful work, by more master map-makers, to TFM-412.  Thanks to: SPIT973, Thierry_B and UP~Boomer.

La Chute - GB to Berlin By SPIT973
CAN Channel Airfields By Thierry_B
Reno By UP~Boomer

La Chute

SPIT973's superb EAW style large European map, from GB to Berlin, is a beautifully realised piece of work.  This version is fully working in TFM-412, thanks to the comprehensive catalogue of objects and a brand new static.ini.

CAN Channel Airfields

Thierry_B's airfield work on the old 'CAN Channel' map brilliantly restores and improves on the original map.  The airfields are fully realised again.  Try out your BoB missions and see what they look like now!  This superb rework is very much appreciated by those who missed the full detail of the original version from way back.

Reno Nevada
V2 of UP~Boomer's superb map is a great place to fly your racing classics.  Trialed in earlier sets, Version 2 should work for everybody now.

TFM-412-34 MAP-PACK-5
DOWNLOAD:

https://www.mediafire.com/?pd6o97y8boxuq5i

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(https://www.mediafire.com/convkey/c4ce/2l63c2o6mf70hig6g.jpg)

#TFM412-35-MAP-PACK-6
Featuring 7 gorgeous maps by Cyberolas.  Among Il2 Modding's finest artists, Cyberolas really knows how to invest his creations with ambience and realism; achieved through use of photorealistic textures and excellent object placement to build very convincing environments.  Checking them out in FMB; look for the '-RRR' Suffix in your maplist.

Ardennes_Summer-RRR
Ardennes_Winter-RRR
Kuban-RRR
Kursk-RRR
Prokhorovka-RRR
Stalingrad_Summer-RRR
Stalingrad_Winter-RRR

#TFM412-35-MAP-PACK-6
DOWNLOAD:

https://www.mediafire.com/?8v0uulc68j20e8j

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(https://www.mediafire.com/convkey/ccf6/e2a38iv37y6d8yn6g.jpg)

#TFM412-36-Assets
Stock Tanks and Vehicles Upgraded By Wingflyr
Thanks to Wingflyr for helping me add more of his amazing FMB objects: Namely - all the stock tanks and vehicles included in Il2 fully replaced with newer 3D models!  All of them feature new crew characters and textures.

This has to be one of the most comprehensive upgrades of Il2 Objects across the board, on top of the additional very detailed vehicles Wingflyr has already brought to TFM-412. 

NOTAMS: 
This is a very big package to copy over so be patient and don't even think about the time Wingflyr has spent creating these fantastic vehicles.  JSGME will take at least 30 minutes in some cases, depending on your PC.  It is well worth the effort though, these vehicles are superb.

Bloody brilliant work old friend and thank you for helping me integrate them into TFM-412.

#TFM412-36-Assets
DOWNLOAD:

https://www.mediafire.com/?787qv68k9bwy4bu

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(https://www.mediafire.com/convkey/a421/22c984pe1d1dah46g.jpg)

#TFM412-37-Luftwaffe
DOWNLOAD:

https://www.mediafire.com/?mz548p968w8dlmr

Upgrading the He-111, Ju-88 and Ju-52 family to V412 standards - YT2 has a done a terrific job on the He-111's and Ju-88's, while StefanSG has upgraded the Ju-52 set from 410 to 412.  To add to our joy, DreamK has built the early Ju87A (SCW with big trousers).  The new 3Do's are very impressive, for all of these sets, as are the loadouts and weapons.

TFM-38 tbauchot Maps
This set includes tbauchot's complete makeover of the original CAN_Channel Maps and Agracier's Bay of Biscay.  This superb treatment raises the quality of these Maps to a new level.

The screenshot here is from the latest TFM-412 Install looking at Dunkirk Airfield.

(https://www.mediafire.com/convkey/8bf6/yb87xbg47uioiqo6g.jpg)

#TFM-38 tbauchot Maps
DOWNLOAD

https://www.mediafire.com/?1bao386ufx6k451/%23TFM412-38-tbauchot.rar

NON-SEQUENTIAL ADDONS/OPTIONS

#TFM412-XX_262TPF   OPTION - Add/Remove Me262TPF 'Antlers'
DOWNLOAD-         https://www.mediafire.com/?1obzz3filb8usz1

#TFM412-XX_BattlePit   OPTION - Switch Cockpit Type in Fairey Battle
DOWNLOAD-         https://www.mediafire.com/?eyide5l52en8e7i

#TFM_Sound-Menus      OPTION - Beautiful strong non tinny menu music.
DOWNLOAD-         https://www.mediafire.com/?oisv77at1kpf47h

#TFM412-XX_Sounds   OPTION - New sounds for special campaign features.
DOWNLOAD-         https://www.mediafire.com/?iuvgfqyc2z8d4oe

#TFM412-XX_Speech   OPTION - Improved Speechpacks, incl' GB & DE Female controllers.
DOWNLOAD-         https://www.mediafire.com/?mzq8hr9g4po6kx0

#TFM412-XX_Radio-01   OPTION - Beacon Station Content - for: BBC & Honolulu.
DOWNLOAD-         https://www.mediafire.com/?iznci3o87nvunmx

#TFM412-XX_Radio-02   OPTION - Beacon Station Content - for: Roma, Germany, Hungary, Moscow & Tokyo.
DOWNLOAD-         https://www.mediafire.com/?tasmizanlm1dysa

#TFM412-XX_Helo_Sounds   OPTION - A new set of heavier helo sounds.
DOWNLOAD-         https://www.mediafire.com/?6939spujic4hpga

#TFM412-XX_MarauderUpgrade   OPTION - An expanded loadout for the B-26B.
DOWNLOAD-         https://www.mediafire.com/?78i7qtxd2vaf7mg

(https://www.mediafire.com/convkey/0f2a/kviaibld9dbt5tc6g.jpg)

NOTES & FIXES

TORPEDO PROBLEM IDENTIFIED AND FIXED
The offending file is 'up_objects04.sfs' - Download this version and replace your faulty one if you have the Torp-issue.

DOWNLOAD
https://www.mediafire.com/?05d4hran1eev8r6

If downloaded before April 13th, 2014:
Some of the improvements to MESH - WHEELS - PILOTS are conflicting with mods introduced at a later stage in TFM-412.
This is no criticism of PA_Jeronimo's Mods or Wolfighter's Pilots, because TFM-412 includes all sorts of stuff working together.
These folders are best disabled (-) at present:

                 ...Il2/#SAS/!0000_PA_Jeronimo_cowling engine & props/3do/plane/
                Thunderbolt_MkII(Multi1) (to -Thunderbolt_MkII(Multi1))
                S-199           (to -S1-99)
                Pe-8             (to -Pe-8)
                Pe-8_M40F    (to -Pe-8_M40F)
                MartletMkI    (to -MartletMkI)
                MartletMkII   (to -MartletMkII)
                Ta-152C       (to -Ta-152C)
                Ta-152C0     (to -Ta-152C0)
                Ta-152C1     (to -Ta-152C1)
                Ta-152C3     (to -Ta-152C3)
                Ta-152H-1    (to -Ta-152H-1)

                ...IL-2\#SAS\!0000_PA_Jeronimo_Wheels\3do\plane
                Tu-4             (to -Tu-4)

                ...IL-2\#SAS\!0000_Wolfighters_Pilots\3DO\plane
                Ta-152C       (to -Ta-152C)
                Ta-152C0     (to -Ta-152C0)
                Ta-152C1     (to -Ta-152C1)
                Ta-152C3     (to -Ta-152C3)
                Ta-152H-1    (to -Ta-152H-1)

One more, go to #SAS/MAPMODS/MAPS/Crimea and simply delete the folder 'Crimea'.  The map is now fully functional.

April 13th, 2014: - The affected sets: #TFM412-01_MAPMODS, #TFM412-13_Lucky-13, #TFM412-14_Curvature and  #TFM412-23_Wildcats have been corrected and re-uploaded.  8)

UP_3.0-RC.torrent
http://ultrapack.tuttovola.org/index.php?action=downloads;cat=3
Torrent is the best way to get large files.

Improved Sounds: - One of the best, and most stable, sets of great sounds can be found in HSFX. 
People who want to use these sounds with TFM-412 need the files; fb_hfxsounds01.sfs and fb_hfxsounds.sfs from the HSFX set.  Put these into your SFS_AUTO folder and enjoy a richer soundset!

NEWS & RELATED PROJECTS

JAPANCAT'S ZEROS
New Templates and Skins by Emel and RDDR.
http://www.sas1946.com/main/index.php?topic=40188.msg449372#msg449372

PORTUGESE TRANSLATION OF TFM-412
Thanks to c.rennier
http://www.sas1946.com/main/index.php?topic=40201.0

PAL's VISUAL MOD 8 V4:12.2m
http://www.sas1946.com/main/index.php/topic,37311.0.html
This is superb with TFM-412.

Also; read the thread especially with regard to the 3D Visual Mod...
Title: Re: TFM-412 The Next Level
Post by: farang65 on March 28, 2014, 08:53:40 PM
Hi Simon,

As you say 4.10 is obsolete.

Your new pack looks like a well thought out and professionally made pack as I am sure matched to the same professionalism as The NewTFM.

You'll definitely keep me busy over the next week downloading and installing  :D

Thank you for your ever continuous mod pack creating and professionalism.  ;)

Kirby
Title: Re: TFM-412 The Next Level
Post by: CWMV on March 28, 2014, 09:01:21 PM
Excellent. The manner of the additions make it easily customizable for the end user. For myself it means I dont need to have all the superfluous jets or Japanese aircraft trading up valuable space.
Only two things that I'm sure I must have overlooked: redfox90 p-51 3d upgrade and the p-47 pack.
Regardless, this is tits!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 28, 2014, 09:08:22 PM
@ Kirby - Thanks colleague!  I hope that this helps towards DBW2 and gives us a lot to play with meantime...

@ CWMV - I know you to be no dummy my friend, far from it!  P-47 Pack is in Pack-12, p-51 3D is still under review, although the excellent Hydraulics Mod is in there...
Title: Re: TFM-412 The Next Level
Post by: CWMV on March 28, 2014, 09:32:45 PM
Will hell then, looks like we Have just about everything we need for an inheritor to DBW!
Amazing accomplishment!
...edit oh lord, freaking auto correct turned don't into dummy  :P. Fixed!
Title: Re: TFM-412 The Next Level
Post by: PlaneEater on March 28, 2014, 09:55:59 PM
This... looks... awesome.

All we really need now is maneuvering ship AI and LSOs on Allied carriers, and we are SET!  ;D
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 28, 2014, 10:01:44 PM
This... looks... awesome.

All we really need now is maneuvering ship AI and LSOs on Allied carriers, and we are SET!  ;D
You bet, and when it comes 412 will be the environment and this is how we will plug it in!  ;D
Title: Re: TFM-412 The Next Level
Post by: HotelAlpha on March 28, 2014, 10:31:08 PM
Nice stuff Monty!
Title: Re: TFM-412 The Next Level
Post by: PlaneEater on March 28, 2014, 11:53:03 PM
This... looks... awesome.

All we really need now is maneuvering ship AI and LSOs on Allied carriers, and we are SET!  ;D
You bet, and when it comes 412 will be the environment and this is how we will plug it in!  ;D

If you guys need ANY art or voice acting assets for the LSOs - you hit me up, I will make it happen.
Title: Re: TFM-412 The Next Level
Post by: pilotpimpf on March 29, 2014, 02:46:41 AM
My my you have been busy, must be cooler down there now!

As yet I have not used 4.12, waiting for improvements and here they are , I will be sad to see the much modded 4.101 go , spent many hours flying it.
Time to blow the dust off the 46 disc if I can find it  and get going, thanks Simon and all the other contributors for the constant improvements.
Title: Re: TFM-412 The Next Level
Post by: Bizu on March 29, 2014, 03:26:09 AM
No way, cut my veins I can't believe this!
Title: Re: TFM-412 The Next Level
Post by: farang65 on March 29, 2014, 04:33:32 AM
Hi Simon

While downloading and sourcing/storing sfs files getting ready for install most likely Sunday  ;D

I noticed in your credits Benghalli By Agracier  it should say by Avala
Avala made that gem of a map with waterfalls and all  ;)

Nothing too serious just a credit fix.

Kirby
Title: Re: TFM-412 The Next Level
Post by: bergkamp on March 29, 2014, 04:51:42 AM
Hi from England. This is looking awesome. Out all day today (beer and football), so won't be able to install until Sunday. Looking forward to reading 24 hours of comments tomorrow! Thanks again to you fellas for all the hard work and effort put into this.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 05:23:19 AM
Hi Simon

While downloading and sourcing/storing sfs files getting ready for install most likely Sunday  ;D

I noticed in your credits Benghalli By Agracier  it should say by Avala
Avala made that gem of a map with waterfalls and all  ;)

Nothing too serious just a credit fix.

Kirby
Thanks Kirby, my mistake.  I will straighten out the credits list on the site immediately and re-upload a newly compiled pack asap.  8)

I love that map especially and its great to fly it in 412!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 05:31:03 AM
My my you have been busy, must be cooler down there now!

As yet I have not used 4.12, waiting for improvements and here they are , I will be sad to see the much modded 4.101 go , spent many hours flying it.
Time to blow the dust off the 46 disc if I can find it  and get going, thanks Simon and all the other contributors for the constant improvements.
You got it Ray (although will be swimming again tomorrow). Compared to DBW and TFM the dearth of content in a vanilla 412 always put me off too.  It has also taken a lot of people a lot of time and testing to convert mods from 410 to 412.  Some are straightforward, others need fundamental changes to the code.  412 is quite an advance on 410/11 in many ways.

The biggest gains are in the new FMB functions, the FMs, the new effects (like belly landing a twin and digging parallel trenches in your grass airfield) and the fact that the SAS MiG-21 and the new Yak-36 are as happy in this environment as the Jugs and Spits.

There are still issues to be resolved and more things to add as items are fixed.  But this is a damn good start!  8)
Title: Re: TFM-412 The Next Level
Post by: 4ent on March 29, 2014, 07:12:55 AM
Can I skip packs 08 and 09 and still play the game?
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on March 29, 2014, 07:24:33 AM
Thank you Guy's, this is a really nice pack, and one that can grow.
Title: Re: TFM-412 The Next Level
Post by: steven197106 on March 29, 2014, 07:30:53 AM
Thanks alot this is Great, But no F-4 in Coldwar pack
Title: Re: TFM-412 The Next Level
Post by: CWMV on March 29, 2014, 07:31:40 AM
Yes indeed!
Again I'm bien away by the modular nature of it. Take what you like, leave what you don't, all in very closely related content packs.
It's perfect, honestly this should be how we advise the game, the new default DBW structure.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on March 29, 2014, 07:57:15 AM
Steven, Western has been absent for some time now, he is working on getting the F-4 Pack with a new working pit. So we have to wait for his return to see what and when he will release the Pack.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 08:03:44 AM
Can I skip packs 08 and 09 and still play the game?

I wouldn't advise that no.  This 412 has a much greater tolerance for content than earlier versions and you should have everything in there even if you ignore some stuff.  The other issue is interdependance, with regard to loadouts and other resources, that require certain mods to be in place for others to work as well.  So if you want the benefit of TFM-412, its best to take it all.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 08:12:27 AM
Thanks alot this is Great, But no F-4 in Coldwar pack
Steven, Western has been absent for some time now, he is working on getting the F-4 Pack with a new working pit. So we have to wait for his return to see what and when he will release the Pack.

As Bravo says, the F4 has some development to go.  Also, what about SAMs, A4s etc?  There are many issues to solve with conversion from 410 to 412 and also new mods coming in.  I have tried to present the most complete working sets to date and there are many we are still working on.  I strongly recommend against the effort to instantly crowbar in every bloody thing you can think of.

Yesterday we had NO TFM-412, now we at least have this WIP, which is complete enough to start playing with.

With more testing and development we will certainly see the Coldwar grow, but it ain't all ready yet.
Title: Re: TFM-412 The Next Level
Post by: slipper on March 29, 2014, 08:12:51 AM
Monty

This sounds like great news mate. i have a question though if anyone can answer it? I mostly play night missions in 4.101 (i don't have 4.12 installed yet) the reason for this is mainly the compatability of mods.

Sputinkshock along with CY6 have made, for me at least, some essential mods for nightfighting. Sputnik has even made a list here

http://www.sas1946.com/main/index.php/topic,26417.0.html

of mods needed to get the best experience.

So my question is how many of the mods on the list are 4.12 compatible does anyone know (if you follow the link above you will see the list, haven't reproduced it here for brevity).

The mods that are not compatible is there any plans to convert them, or get them working for DBW2?

Do you think in the future a 4.12 nightfighting TFM412-Set could be built? i think this is an important part of WW2 aerial fighting that has been to long overlooked.

Thanks for any replies and looking forward to the new TFM

regards

slipper
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 08:18:53 AM
Monty

This sounds like great news mate. i have a question though if anyone can answer it? I mostly play night missions in 4.101 (i don't have 4.12 installed yet) the reason for this is mainly the compatability of mods.

Sputinkshock along with CY6 have made, for me at least, some essential mods for nightfighting. Sputnik has even made a list here

http://www.sas1946.com/main/index.php/topic,26417.0.html

of mods needed to get the best experience.

So my question is how many of the mods on the list are 4.12 compatible does anyone know (if you follow the link above you will see the list, haven't reproduced it here for brevity).

The mods that are not compatible is there any plans to convert them, or get them working for DBW2?

Do you think in the future a 4.12 nightfighting TFM412-Set could be built? i think this is an important part of WW2 aerial fighting that has been to long overlooked.

Thanks for any replies and looking forward to the new TFM

regards

slipper

Definate YES Slipper - I also held off 412 until confident enough in the content.  Command and Control is already working in TFM-412, not all the heavies are ready yet though I'm sure they will be soon enough.

Unless stated campaigns and missions will have to be re-written - NOT a popular task; The new FMB is very good though we do have a lot of work ahead.
Title: Re: TFM-412 The Next Level
Post by: Yeager_1946 on March 29, 2014, 08:26:02 AM

Congratulations on a great new release guys! TFM for 4.12 is looking awesome!

Thank you very much Simon, Christopher, Mike & Bravo for all your excellent work!  :)
Title: Re: TFM-412 The Next Level
Post by: slipper on March 29, 2014, 08:56:48 AM
Thats great news Monty about C&C 3.031

Any ideas about any of the mods below?

Realistic Lights v1.5 - http://www.sas1946.com/main/index.php/topic,3718.0.html

Wuerzburg-Riese + Freya - http://www.sas1946.com/main/index.php/topic,24193.msg247745.html#msg247745

GEE + Navaid - http://www.sas1946.com/main/index.php/topic,18977.msg204126.html#msg204126

If i knew they were working in 4.12 that could be the clincher for me. I don't worry so much about the aircraft as sooner or later they always seem to get updated, its all the other mods that sometimes seem to get left out, and in my opinion they are some of the best (C&C 3.031 is my favourite mod by far).

I have started to learn a few bits of java myself and hopefully i am not to far from releasing an RAF Bomber Command loadout mod (will only be 4.101 to start i'm afraid) along with a few little tweaks to C&C3.031.

all the best mate

slipper

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 08:59:25 AM
Thats great news Monty about C&C 3.031

Any ideas about any of the mods below?

Realistic Lights v1.5 - http://www.sas1946.com/main/index.php/topic,3718.0.html

Wuerzburg-Riese + Freya - http://www.sas1946.com/main/index.php/topic,24193.msg247745.html#msg247745

GEE + Navaid - http://www.sas1946.com/main/index.php/topic,18977.msg204126.html#msg204126

If i knew they were working in 4.12 that could be the clincher for me. I don't worry so much about the aircraft as sooner or later they always seem to get updated, its all the other mods that sometimes seem to get left out, and in my opinion they are some of the best (C&C 3.031 is my favourite mod by far).

I have started to learn a few bits of java myself and hopefully i am not to far from releasing an RAF Bomber Command loadout mod (will only be 4.101 to start i'm afraid) along with a few little tweaks to C&C3.031.

all the best mate

slipper

Yes, we can expect to see them added to TFM-412 fairly soon.

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 09:00:39 AM
Another set added today.

#TFM412-17_Heaven-17
B-24J By SAS~Sani
B-24D By SAS~Riken
Mil-24 Hind By BT_Wasted
LiberatorGR.V By Doc Holiday
Catalina Update By Mikoyan99
Ju-52 Transport By F22-Raptor-2006, BJ=Croc, barnesy12, Godzyla

#TFM412-17_Heaven-17
DOWNLOAD-         https://www.mediafire.com/?1kie5rfonsiilah


The reason is that 410 to 412 conversion is not always straightforward and these beautiful aircraft ended up last in the test hangar.  We have to have them though, so here they are ready for the TFM-412 Flightline...

(https://www.mediafire.com/convkey/dfa8/qqtk8s1vi8mgdi16g.jpg)
Title: Re: TFM-412 The Next Level
Post by: teisco on March 29, 2014, 11:02:43 AM
For the pack installs, just stick the whole unzipped pack into jsgme and activate? Example; TFM412-12 unzipped folder into JSGME folder, open JSGME and activate that pack?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on March 29, 2014, 02:07:52 PM
Wow, this came out of the blue just like a hun in the sun! Question - the SAS modact comes with optional packs with lots of great mods, some of which you may be slotting into your TFM packs. Have you taken this into account? Is your best advice to only install the modact itself or can we install everything else that comes along with it, such as AI flyables and so on?

Hopefully soon there will be campaigns written specifically for this TFM-412, maybe the BoB that hangs above our heads like the veritable sword of Damicles has been on the back burner awaiting this new iteration of The Full Monty. By God Sir, I hope so!

Until then I will finish up on certain campaigns within New-TFM and then start getting used to TFM-412.

Get one up!
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on March 29, 2014, 03:47:03 PM
Guy's, "FYI"  you need to go here   http://www.sas1946.com/main/index.php?topic=39938.msg446344#msg446344

And get Bee's Update's for his Rabaul Map.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on March 29, 2014, 03:57:08 PM
Simon and all the others who helped to make this pack:
many thanks mates!  :)

downloading now ..
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 04:37:42 PM
Wow, this came out of the blue just like a hun in the sun! Question - the SAS modact comes with optional packs with lots of great mods, some of which you may be slotting into your TFM packs. Have you taken this into account? Is your best advice to only install the modact itself or can we install everything else that comes along with it, such as AI flyables and so on?

Hopefully soon there will be campaigns written specifically for this TFM-412, maybe the BoB that hangs above our heads like the veritable sword of Damicles has been on the back burner awaiting this new iteration of The Full Monty. By God Sir, I hope so!

Until then I will finish up on certain campaigns within New-TFM and then start getting used to TFM-412.

Get one up!
Gentle slap Euan - RTFM -   4:12.2.m + SAS MODACT 5.3 + AI FLyables + Any other Options that you want from SAS MODACT 5.3 (tested and working...) then TFM-412 on top of that...  8) 

There is no conflict or repetition from SAS MODACT 5.3 to TFM-412, set it up as you please, and you must have the AI Flyables.  All TFM-412 packs should then be installed in numerical sequence.

Good to hear from you mate and now BoB really IS full steam ahead.  8) 8) 8) 8) 8)
Title: Re: TFM-412 The Next Level
Post by: teisco on March 29, 2014, 04:54:22 PM
Thanks very much for this upgrade. I had modact installed and running with 412.2 but really wanted the whole deal so I tried DBW. It was fine and ran great but I missed the taxi and other cool things about 412.2 so I saw this thread and wow, it all comes together. Thanks again.
Title: Re: TFM-412 The Next Level
Post by: Flying H on March 29, 2014, 05:10:39 PM
Lovley, GL started a few moments ago! New life to IL2 1946! THX to all involved!
All who have contributed shold be awardws Pour de Merite of the SAS community! (could someone constitute such an award?)
Title: Re: TFM-412 The Next Level
Post by: steven197106 on March 29, 2014, 05:26:29 PM
Help 5% crash
Code: [Select]
2014-03-29 23:23:58:284 (dinput.dll) : IL-2 Process ID = 00001414
2014-03-29 23:23:58:284 (dinput.dll) : Starting Watchdog at D:\IL 2 Sturmovik 1946\bin\selector\basefiles\IL-2 Watchdog.exe
2014-03-29 23:23:58:296 (dinput.dll) : Watchdog process started.
2014-03-29 23:23:58:296 (dinput.dll) : JVM Parameters injector activated
2014-03-29 23:23:58:297 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2014-03-29 23:23:58:297 (dinput.dll) : Adding JVM Option: -Xms888M
2014-03-29 23:23:58:297 (dinput.dll) : Adding JVM Option: -Xmx888M
2014-03-29 23:23:58:297 (dinput.dll) : Adding JVM Option: -Xss8192K
2014-03-29 23:23:58:297 (dinput.dll) : Adding JVM Option: -XX:PermSize=128M
2014-03-29 23:23:58:297 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=128M
2014-03-29 23:23:58:298 (dinput.dll) : Checking duplicate JVM Options...
2014-03-29 23:23:58:298 (dinput.dll) : Checking mandatory JVM Options...
2014-03-29 23:23:58:298 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2014-03-29 23:23:58:298 (dinput.dll) : Adding JVM Option: -Xincgc
2014-03-29 23:23:58:298 (dinput.dll) : Adding JVM Option: -Xverify:none
2014-03-29 23:23:58:298 (dinput.dll) : Adding JVM Option: -Xcomp
2014-03-29 23:23:58:298 (dinput.dll) : Final JVM Option List:
2014-03-29 23:23:58:298 (dinput.dll) : -Xms888M
2014-03-29 23:23:58:299 (dinput.dll) : -Xmx888M
2014-03-29 23:23:58:299 (dinput.dll) : -Xss8192K
2014-03-29 23:23:58:299 (dinput.dll) : -XX:PermSize=128M
2014-03-29 23:23:58:299 (dinput.dll) : -XX:MaxPermSize=128M
2014-03-29 23:23:58:299 (dinput.dll) : -Djava.class.path=.
2014-03-29 23:23:58:299 (dinput.dll) : -Xincgc
2014-03-29 23:23:58:299 (dinput.dll) : -Xverify:none
2014-03-29 23:23:58:299 (dinput.dll) : -Xcomp
2014-03-29 23:23:58:312   (watchdog) : IL-2 Parent Process Handle = 0000007C, ID=00001414
2014-03-29 23:23:58:312   (watchdog) : IL-2 Watchdog started.
2014-03-29 23:23:58:315 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2014-03-29 23:23:58:317   (watchdog) : Message Window Created.
2014-03-29 23:23:58:335 (dinput.dll) : JVM Parameters injected successfully
2014-03-29 23:23:58:337    (wrapper) : ProcessAttach, attached Processes =  1
2014-03-29 23:23:58:337    (wrapper) : Calling GetCommandLineParams()
2014-03-29 23:23:58:339    (wrapper) : Command Line Parameter No. 1 = /f:none
2014-03-29 23:23:58:339    (wrapper) : Command Line Parameter No. 2 = /m:#sas
2014-03-29 23:23:58:339    (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2014-03-29 23:23:58:340    (wrapper) : MODS Folder = "#sas"
2014-03-29 23:23:58:340    (wrapper) : No FILES Folder set.
2014-03-29 23:23:58:340    (wrapper) : Calling LinkIl2fbExe()
2014-03-29 23:23:58:340    (wrapper) : Trying to link back to D:\IL 2 Sturmovik 1946\il2fb.exe through LoadLibrary()
2014-03-29 23:23:58:340    (wrapper) : Calling CreateModsFolderList()
2014-03-29 23:23:58:418   (watchdog) : Splash Screen Created.
2014-03-29 23:23:59:091    (wrapper) : Scanning #sas folder took 751 milliseconds.
2014-03-29 23:23:59:091    (wrapper) : Total number of modded files = 113852.
2014-03-29 23:23:59:092    (wrapper) : Calling SortList()
2014-03-29 23:23:59:119    (wrapper) : Sorting modded files list took 27.454 milliseconds.
2014-03-29 23:23:59:119    (wrapper) : Calling RemoveDuplicates()
2014-03-29 23:23:59:120    (wrapper) : Removing 4579 Duplicates took 0.842 milliseconds.
2014-03-29 23:24:02:372   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x003B03BC
2014-03-29 23:24:02:372   (watchdog) : Activating IL-2 Main Window (0x003B03BC) using SwitchToThisWindow()
2014-03-29 23:24:02:410    (wrapper) : ThreadAttach, attached Threads =  1
2014-03-29 23:24:02:410    (wrapper) : ThreadAttach, attached Threads =  2
2014-03-29 23:24:02:411    (wrapper) : ThreadAttach, attached Threads =  3
2014-03-29 23:24:02:412    (wrapper) : ThreadDetach, attached Threads =  2
2014-03-29 23:24:02:413    (wrapper) : ThreadDetach, attached Threads =  1
2014-03-29 23:24:02:413    (wrapper) : ThreadAttach, attached Threads =  2
2014-03-29 23:24:02:414    (wrapper) : ThreadAttach, attached Threads =  3
2014-03-29 23:24:02:422    (wrapper) : ThreadDetach, attached Threads =  2
2014-03-29 23:24:02:422    (wrapper) : ThreadDetach, attached Threads =  1
2014-03-29 23:24:02:424    (wrapper) : ThreadAttach, attached Threads =  2
2014-03-29 23:24:02:750    (wrapper) : ThreadAttach, attached Threads =  3
2014-03-29 23:24:02:788    (wrapper) : ThreadAttach, attached Threads =  4
2014-03-29 23:24:02:801    (wrapper) : ThreadAttach, attached Threads =  5
2014-03-29 23:24:02:849    (wrapper) : ThreadAttach, attached Threads =  6
2014-03-29 23:24:02:851    (wrapper) : ThreadAttach, attached Threads =  7
2014-03-29 23:24:02:861    (wrapper) : ThreadAttach, attached Threads =  8
2014-03-29 23:24:02:862    (wrapper) : ThreadAttach, attached Threads =  9
2014-03-29 23:24:02:864    (wrapper) : ThreadAttach, attached Threads =  10
2014-03-29 23:24:02:873    (wrapper) : ThreadAttach, attached Threads =  11
2014-03-29 23:24:03:376   (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x003B03BC)
2014-03-29 23:24:07:504    (wrapper) : ThreadDetach, attached Threads =  10
2014-03-29 23:24:07:504    (wrapper) : ThreadDetach, attached Threads =  9
2014-03-29 23:24:07:505    (wrapper) : ThreadDetach, attached Threads =  8
2014-03-29 23:24:07:505    (wrapper) : ThreadDetach, attached Threads =  7
2014-03-29 23:24:07:815    (wrapper) : ThreadDetach, attached Threads =  6
2014-03-29 23:24:07:818   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x003B03BC
2014-03-29 23:24:07:818   (watchdog) : IL-2 main window (handle 0x003B03BC) disappeared, checking process status.
2014-03-29 23:24:07:875    (wrapper) : ProcessDetach, attached Processes =  0
2014-03-29 23:24:07:875    (wrapper) : Total files opened = 9220
2014-03-29 23:24:07:875    (wrapper) : Total search time consumed = 1.407 milliseconds (0.001406722004 Seconds)
2014-03-29 23:24:07:875    (wrapper) : Search Time per File = 152.573 nanoseconds (0.000000152573 Seconds)
2014-03-29 23:24:07:875    (wrapper) : Average Search Iterations required per File = 9.4
2014-03-29 23:24:07:878 (dinput.dll) : JVM Parameters injector deactivated
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on March 29, 2014, 05:33:13 PM
5% normally indicates problems with SFS files install. recheck this.  ;)
btw, wrong logfile. we need parts of log.lst (or what you named it in config.ini)
not initlog.lst. Look there for SFS.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on March 29, 2014, 06:19:34 PM

NOTAMS:
For the expanded map packs to function please ensure that you have these UP-SFS files in your Il2-Root Directory:

Code: [Select]
up_maps01.sfs
up_maps02.sfs
...
up_objects04.sfs

Just to be clear here - you definitely mean the Rootfolder and NOT the SFS_AUTO folder.

This would mean the bottom of the rootfolder would look something like this:
Code: [Select]
rcu
sas_basic_50.sfs
sound.log
Temperature_Guide_4111.pdf
ubi
up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs
wrapper.dll

and the SFS_AUTO folder would only have the five (5) .sfs files that come installed.

Really looking forward to installing this and then seeing what happens when DBW2 comes along - I'm not sure my old heart can stand much more of this great news!!

Bob
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 06:35:20 PM
Hi Bob

Yes definately the root folder - it proved easier with testers at the time.  If we change that structure, which is easy enough, then the .RC would have to change to reflect that also. 

Thanks for all your wonderful work on the international Il2 navy.


Simon
Title: Re: TFM-412 The Next Level
Post by: Plowshare on March 29, 2014, 06:53:57 PM
SAS~Monty27

Okay - installed the .sfs files and here we go!!!

Bob
Title: Re: TFM-412 The Next Level
Post by: teisco on March 29, 2014, 07:40:42 PM
Got it all installed and working, a couple odd things happened - 1 one of the P-47's had it's canopy standing straight up in the air in front of the cockpit - 2 Halifax, I think, lost the fuse in outside view if I was in the tail gunner posistion. Otherwise very happy with this and cannot imagine the amount of work and testing that went into this great set.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 08:35:20 PM
Got it all installed and working, a couple odd things happened - 1 one of the P-47's had it's canopy standing straight up in the air in front of the cockpit - 2 Halifax, I think, lost the fuse in outside view if I was in the tail gunner posistion. Otherwise very happy with this and cannot imagine the amount of work and testing that went into this great set.

Not every mod and effect from 409/410 is ready for 412 yet. - There is no Halifax in 412, or TFM-412 yet, and ALL P-47 work is covered in a single SAS pack.
Title: Re: TFM-412 The Next Level
Post by: FNRennier on March 29, 2014, 08:56:00 PM
Fantastic!
Great news!
Congratulations to everyone involved in the construction of TFM-412
 ;D ;D ;D ;D
Title: Re: TFM-412 The Next Level
Post by: ForkTailedDevil on March 29, 2014, 09:01:18 PM
How do you download the UP-SFS files?

Code: [Select]
up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
....
up_objects04.sfs

How do you put them in your game folder?  Aren't these files?  I can't copy an paste?

Please advise.  By the way this is AMAZING!!!!   THANKS FOR ALL THE AMAZING WORK!!! :D 8)
Title: Re: TFM-412 The Next Level
Post by: teisco on March 29, 2014, 09:56:27 PM
Here are the two planes that I am having a problem with. The Wellington III shows this graphic problem when selecting tail gun and then going to outside view. The Thunderbolt mk 11 1944 has it's canopy in an odd posistion.

(http://i260.photobucket.com/albums/ii22/Warbirds_photos/well_zps7b738fec.jpg) (http://s260.photobucket.com/user/Warbirds_photos/media/well_zps7b738fec.jpg.html)

(http://i260.photobucket.com/albums/ii22/Warbirds_photos/bolt_zpsb9438410.jpg) (http://s260.photobucket.com/user/Warbirds_photos/media/bolt_zpsb9438410.jpg.html)
Title: Re: TFM-412 The Next Level
Post by: UberDemon on March 29, 2014, 10:07:27 PM
WOA... I managed to make HSFX7 a MOD on top of MODACT 5.30 for personal use, but this is amazing... I may have to try all this...  looks like a great setup.

Awesome.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 10:25:41 PM
Here are the two planes that I am having a problem with. The Wellington III shows this graphic problem when selecting tail gun and then going to outside view. The Thunderbolt mk 11 1944 has it's canopy in an odd posistion.

Wellington - Well don't do that!  Go to internal pilot and exterior again and its fine.  Its TD's 412 plane, we did nothing to it, but that view is just a one off view, you can return to a normal exterior view in flight from any other position. 

Thunderbolt - That needs a fix, thanks for spotting it, here's the remedy:

FIXES
1) -            One small 3D Fix for the Thunderbolt MkII.  Conflict with PA Jeronimo Cowling Fixes; which are OK for everything else.
Go to:        #SAS/!0000_PA_Jeronimo_cowling engine & props/3do/plane/Thunderbolt_MkII(Multi1)
Rename:    Thunderbolt_MkII(Multi1) to -Thunderbolt_MkII(Multi1)
                  Thunderbolt_MkII is now fixed.
Title: Re: TFM-412 The Next Level
Post by: ilovelerche on March 29, 2014, 10:27:33 PM
Guys, can I have a suggestion for those that has to suffer a laptop reformat and with a snail-like internet connection that cannot accomodate UP3 and DBW downloads?
Can we have a link for the .SFS files as shared in the first post?
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 10:59:59 PM

UP_3.0-RC.torrent

http://ultrapack.tuttovola.org/index.php?action=downloads;cat=3

Torrent is the best way to get large files.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on March 29, 2014, 11:07:20 PM
UP_3.0-RC.torrent
http://ultrapack.tuttovola.org/index.php?action=downloads;cat=3

would be good to have this dl link in first post simon.  ;)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 11:26:07 PM
Good point - Done!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 29, 2014, 11:57:55 PM
(http://i1171.photobucket.com/albums/r553/Christopher_Kearney/Announcement_zps47759c8c.jpg) (http://s1171.photobucket.com/user/Christopher_Kearney/media/Announcement_zps47759c8c.jpg.html)

These are beautiful Chris!  Emel is one of the greatest template makers in Il2 and your skins are incredible.  Getting us three on the same page was one of the driving forces behind TFM-412.  I look forward to us doing a lot more work together in the near future.  Resistance is futile

(https://www.mediafire.com/convkey/2977/sbqgeynn49ya8nn6g.jpg)

(https://www.mediafire.com/convkey/8777/plxv5gcajyskj0z6g.jpg)
Title: Re: TFM-412 The Next Level
Post by: farang65 on March 30, 2014, 12:19:21 AM
Hi Simon,

All go this end  :D and pretty damn painless to boot  :D

Just installing some of the last extra goodies  ;)

Kirby
Title: Re: TFM-412 The Next Level
Post by: Ibis on March 30, 2014, 12:58:18 AM
I am not familier with fsf files, I can find the UPsfs needed from my UP3 rc4 install but the UPdbw mapex files I
expect need to come from a DBW download. Can someone confirm that that is correct, I need to download a DBW
version as well?  Or is it for DBW only?
   thanks,
     Ibis.
Title: Re: TFM-412 The Next Level
Post by: flugkapitan on March 30, 2014, 01:22:56 AM
Thank you Simon!!!

Can't wait to get all this installed. I've been using 4.12.2M with ModAct 5.30 and like it. Your package will make it awesome!

Cheers,
Scott
Title: Re: TFM-412 The Next Level
Post by: RDDR Hangar19 on March 30, 2014, 01:24:18 AM
These are beautiful Chris!  Emel is one of the greatest template makers in Il2 and your skins are incredible.  Getting us three on the same page was one of the driving forces behind TFM-412.  I look forward to us doing a lot more work together in the near future.  Resistance is futile


 Sitting here and taking a bit of a break with Simon and have decided to
 let you all know that we are almost ready to post four,and possibly five
 newly constucted templates of most all of the Mitsubishi Templates that have been corrected
 and improved by Japan Cat. This didn't happen over night
  It has been nearly two years since any working templates have been available.
 
  When JCat had finished his work he sent it back to SAS. I'm sure he was waiting to see that work
  used to rebuild brand new templates would be released to our members but something happened.
  Whether no one picked up on this, or actually built templates is unknown at this time.Perhaps some of these templates
  were started and never finished.Anyway, the end result was time moved on.New upgrades to our Sim and No Zekes.

  Several months ago pack of Zero skins appeared for download with no mention of templetes or their availability.
  I tried to track down who had done them. More vague answers.

  I talked briefly with VP Media and he suggested that there was a way to use the old ones
  however, I was working very hard with Simon putting together the new TFM.
  I had another connection with Jaeger 1946 who was very supportive of getting this project
  off the ground.
   I then approached Emel,the best Template maker I know and discussed what I wanted to do and he dropped a project
   and the build began after rounding up all JCats work. From the bottom up.
   The results have been quite amazing.
   Our intention is to go public with all five of these varients to all the folks who have
   become frustrated and always confused as to why this did not happen two years ago.
   
   These Templates are quite wonderful,and easy to work with and will be available here at SAS in just a matter of days.
   I want to thank Emel who has done a bang up job,Simon who gave us lots of encouragement,as well as Jaeger 1946 who past on yards of very helpful
   technical info to Emel.
   Lastly, I have been skinning as many of these birds as I can, and will pack them up and release the day the new templates
   are rolled out of the hanger.
    One last thing. There are places in our community where people lock away templates and do
    not make them available to the public.
   They are only available to a select few.This is wrong and in my opinion in very poor taste.
    It has been going on for a long time. All ego driven,We don't need it,
   This is not what Il2, DBW, 412 and other connected groups are about.
    No one is getting paid for the thousands of hours of time freely given to this community.

    It should always be a happy friendly environment for those who love and appreciate Aviation History.
   
    RDDR

Title: Re: TFM-412 The Next Level
Post by: Mick on March 30, 2014, 02:08:38 AM

    One last thing. There are places in our community where people lock away templates and do
    not make them available to the public.
   They are only available to a select few.This is wrong and in my opinion in very poor taste.
    It has been going on for a long time. All ego driven,We don't need it,
   This is not what Il2, DBW, 412 and other connected groups are about.
    No one is getting paid for the thousands of hours of time freely given to this community.

    It should always be a happy friendly environment for those who love and appreciate Aviation History.
   
    RDDR



... can't agree more with what you wrote Chris ...  ;)

Warm congrats to all the team for this gigantic work ...!  :P

[just found a small typo (I suspect Chris's keyboard ...  :D) in UV3 folder "Smples" instead of "Samples", don't know if this will affect the diving sound though ...]
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 30, 2014, 02:17:54 AM
I am not familier with fsf files, I can find the UPsfs needed from my UP3 rc4 install but the UPdbw mapex files I
expect need to come from a DBW download. Can someone confirm that that is correct, I need to download a DBW
version as well?  Or is it for DBW only?
   thanks,
     Ibis.
I can't put it any plainer really.  The maps are no longer available as separate downloads, they are part of the SFS files mentioned, which actually helps everyone in terms of disc space and performance.  My little freelance effort, TFM-412, simply makes use of the map compressions that were done for our benefit in UP.3.0RC and DBW.

So, if you never had DBW, which is itself based on UP.3.0RC, which is also why TFM-412 is posted in this section in the first place: Then yes - you may have a little catching up to do. 

There are no shortcuts at present so get yourself those files and remember:

This is a freelance effort, a kind of preview of possibilities to come.  The entire compilation is essentially the responsibility of a single madmen with some crazy ideas to share.  I reckon it will get a lot more people flying 412 and when the big boys make the proper official release we can just throw this away and get on with the real thing.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 30, 2014, 02:25:56 AM
Nice to see you Mick!  Are you a 412'ver now?  Join ussssssssss...  :o

Good piece from RDDR - Thanks Chris, you are a great artist and aviation historian too.  This is the kind of contribution that is the lifeblood of our beautiful sim.  Its a real privilege to benefit from working with you and be able to call you a good friend.  8)
Title: Re: TFM-412 The Next Level
Post by: ls on March 30, 2014, 02:30:14 AM
Everything installed as described, then all TFM Packs activated via JSGME, and after clicking "Start IL-2 now" there is only Modact 5.3 splash screen and then return to il-2 selector....
Help, please....
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 30, 2014, 02:31:36 AM
Everything installed as described, then all TFM Packs activated via JSGME, and after clicking "Start IL-2 now" there is only Modact 5.3 splash screen and then return to il-2 selector....
Help, please....
Logfile?
Title: Re: TFM-412 The Next Level
Post by: v.Greiff on March 30, 2014, 02:48:59 AM
MONTY!
U R DA MAN!!!!!
THANK YOU FOR UR OUTSTANDING WORK!!!
Title: Re: TFM-412 The Next Level
Post by: CWMV on March 30, 2014, 02:49:25 AM
Hey Monty the FW pack in this is only a partial one isnt it?
My a6 looks exactly like an a5.
Title: Re: TFM-412 The Next Level
Post by: ls on March 30, 2014, 02:53:14 AM
Everything installed as described, then all TFM Packs activated via JSGME, and after clicking "Start IL-2 now" there is only Modact 5.3 splash screen and then return to il-2 selector....
Help, please....
Logfile?

Here it is initlog.lst (log.lst even can't be created):

Code: [Select]
2014-03-30 10:38:45:370 (dinput.dll) : IL-2 Process ID = 00001ABC
2014-03-30 10:38:45:370 (dinput.dll) : Starting Watchdog at C:\IL-2 Sturmovik 1946 TFM 4.12\bin\selector\basefiles\IL-2 Watchdog.exe
2014-03-30 10:38:45:370 (dinput.dll) : Watchdog process started.
2014-03-30 10:38:45:370 (dinput.dll) : JVM Parameters injector activated
2014-03-30 10:38:45:370 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -Xms444M
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -Xmx444M
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -Xss4096K
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2014-03-30 10:38:45:370 (dinput.dll) : Checking duplicate JVM Options...
2014-03-30 10:38:45:370 (dinput.dll) : Checking mandatory JVM Options...
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -Xincgc
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -Xverify:none
2014-03-30 10:38:45:370 (dinput.dll) : Adding JVM Option: -Xcomp
2014-03-30 10:38:45:370 (dinput.dll) : Final JVM Option List:
2014-03-30 10:38:45:370 (dinput.dll) : -Xms444M
2014-03-30 10:38:45:370 (dinput.dll) : -Xmx444M
2014-03-30 10:38:45:370 (dinput.dll) : -Xss4096K
2014-03-30 10:38:45:370 (dinput.dll) : -XX:PermSize=64M
2014-03-30 10:38:45:370 (dinput.dll) : -XX:MaxPermSize=64M
2014-03-30 10:38:45:370 (dinput.dll) : -Djava.class.path=.
2014-03-30 10:38:45:370 (dinput.dll) : -Xincgc
2014-03-30 10:38:45:370 (dinput.dll) : -Xverify:none
2014-03-30 10:38:45:370 (dinput.dll) : -Xcomp
2014-03-30 10:38:45:448   (watchdog) : IL-2 Parent Process Handle = 00000060, ID=00001ABC
2014-03-30 10:38:45:448   (watchdog) : IL-2 Watchdog started.
2014-03-30 10:38:45:448   (watchdog) : Message Window Created.
2014-03-30 10:38:45:557   (watchdog) : Splash Screen Created.
2014-03-30 10:38:46:789 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2014-03-30 10:38:46:805 (dinput.dll) : JVM Parameters injected successfully
2014-03-30 10:38:46:821    (wrapper) : ProcessAttach, attached Processes =  1
2014-03-30 10:38:46:821    (wrapper) : Calling GetCommandLineParams()
2014-03-30 10:38:46:821    (wrapper) : Command Line Parameter No. 1 = /f:none
2014-03-30 10:38:46:821    (wrapper) : Command Line Parameter No. 2 = /m:#sas
2014-03-30 10:38:46:821    (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2014-03-30 10:38:46:821    (wrapper) : MODS Folder = "#sas"
2014-03-30 10:38:46:821    (wrapper) : No FILES Folder set.
2014-03-30 10:38:46:821    (wrapper) : Calling LinkIl2fbExe()
2014-03-30 10:38:46:821    (wrapper) : Trying to link back to C:\IL-2 Sturmovik 1946 TFM 4.12\il2fb.exe through LoadLibrary()
2014-03-30 10:38:46:821    (wrapper) : Calling CreateModsFolderList()
2014-03-30 10:38:48:022    (wrapper) : Scanning #sas folder took 1201 milliseconds.
2014-03-30 10:38:48:022    (wrapper) : Total number of modded files = 113274.
2014-03-30 10:38:48:022    (wrapper) : Calling SortList()
2014-03-30 10:38:48:053    (wrapper) : Sorting modded files list took 28.666 milliseconds.
2014-03-30 10:38:48:147    (wrapper) : Calling RemoveDuplicates()
2014-03-30 10:38:48:162    (wrapper) : Removing 4541 Duplicates took 2.896 milliseconds.
2014-03-30 10:38:49:051    (wrapper) : ThreadDetach, attached Threads =  -1
2014-03-30 10:38:49:067    (wrapper) : ThreadDetach, attached Threads =  -2
2014-03-30 10:38:49:129    (wrapper) : ThreadDetach, attached Threads =  -3
2014-03-30 10:38:49:129    (wrapper) : ThreadDetach, attached Threads =  -4
2014-03-30 10:38:49:129    (wrapper) : ProcessDetach, attached Processes =  0
2014-03-30 10:38:49:129    (wrapper) : Total files opened = 2281
2014-03-30 10:38:49:129    (wrapper) : Total search time consumed = 0.205 milliseconds (0.000204693439 Seconds)
2014-03-30 10:38:49:129    (wrapper) : Search Time per File = 89.738 nanoseconds (0.000000089738 Seconds)
2014-03-30 10:38:49:129    (wrapper) : Average Search Iterations required per File = 9.5
2014-03-30 10:38:49:129 (dinput.dll) : JVM Parameters injector deactivated

What else should be activated via JSGME apart from TFM packs?
Title: Re: TFM-412 The Next Level
Post by: Semor on March 30, 2014, 02:56:21 AM
Hi Simon.

Got you PM this morning.Sorry,real life keeps me very busy in the last 5 Months with little to no time for the SAS Forum.

Your work is impressive...(I´m a bit speechless  ;D) Really,Really cool.

Can I suggest something? I miss 2 things in the Packs,and correct me if I´m wrong:

-The ShipPack2 by asheshouse

-Gurner´s Effects Pack.Or better,a conversion from it to 4.12!

Best wishes from Germany
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on March 30, 2014, 03:25:20 AM
Here it is initlog.lst (log.lst even can't be created):
Is , this isn't the needed logfile.
Read how to do this here:
http://www.sas1946.com/main/index.php/topic,13457.0.html (http://www.sas1946.com/main/index.php/topic,13457.0.html)
For a instant log File read here:
http://www.sas1946.com/main/index.php/topic,19308.0.html (http://www.sas1946.com/main/index.php/topic,19308.0.html)
Title: Re: TFM-412 The Next Level
Post by: ls on March 30, 2014, 03:35:22 AM
Here it is initlog.lst (log.lst even can't be created):
Is , this isn't the needed logfile.
Read how to do this here:
http://www.sas1946.com/main/index.php/topic,13457.0.html (http://www.sas1946.com/main/index.php/topic,13457.0.html)
For a instant log File read here:
http://www.sas1946.com/main/index.php/topic,19308.0.html (http://www.sas1946.com/main/index.php/topic,19308.0.html)

I mean, there is no possibility to create logfile even with option LOG=1 in conf.ini (I suppose because il-2 even doesn't start in my installation).
But I think I know where the problem is.
I haven't activated via JSGME #SAS_Flyable AI Aircraft before.
When it is done Il-2 starts.
But now I'm not sure if there will be no problems, because #SAS_Flyable AI Aircraft is my last mod activated via JSGME (and maybe it should be the first, before all TFM Packs?)

BTW: I'm afraid there is an error in pack #TFM412-08_Korea - doubled content (SFS_AUTO and SAS_SFS) folders with wrong position (inside #SAS folder). In effect, some jets don't work (but after movin SFS_AUTO to proper position everything seems to be OK. But what with SAS_SFS folder, is it necessary in #SAS folder?)

Title: Re: TFM-412 The Next Level
Post by: Ibis on March 30, 2014, 05:29:01 AM
Quote from Monty.
Quote
"There are no shortcuts at present so get yourself those files".

 Thanks for your reply Monty, it looks like a super effort m8, I'll bumble along,
I usually manage to sort these things out eventually.
 cheers,
 Ibis.
Title: Re: TFM-412 The Next Level
Post by: ghost029 on March 30, 2014, 10:21:07 AM
Outstanding job Monty as always 8)
Title: Re: TFM-412 The Next Level
Post by: CALINHO on March 30, 2014, 10:32:20 AM
Downloading now this excellent super pack!

this pack have USS Essex SCB-125 angled deck pack and AI/Torpedo Ship Extention ?
Title: Re: TFM-412 The Next Level
Post by: Forager on March 30, 2014, 10:52:03 AM
Thank You and all others involved.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on March 30, 2014, 01:11:17 PM
I haven't activated via JSGME #SAS_Flyable AI Aircraft before. When it is done Il-2 starts.
But now I'm not sure if there will be no problems, because #SAS_Flyable AI Aircraft is my last mod activated via JSGME (and maybe it should be the first, before all TFM Packs?)
disable the whole stuff again via jsgme and redo in correct order.

Quote
BTW: I'm afraid there is an error in pack #TFM412-08_Korea - doubled content (SFS_AUTO and SAS_SFS) folders with wrong position (inside #SAS folder). In effect, some jets doesn't work (but after movin SFS_AUTO to proper position everything seems to be OK.
well spotted!  :) Monty will repack this dl file.
Quote
But what with SAS_SFS folder, is it necessary in #SAS folder?)
No. It doesn't harm, but it will be deleted in the new dl.
Title: Re: TFM-412 The Next Level
Post by: ls on March 30, 2014, 01:22:42 PM
Thanks, Gerax!
Btw, should I activate another SAS mod except #SAS_Flyable AI Aircraft for proper work of TFM?

Greetings,
LS
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on March 30, 2014, 01:40:06 PM
should I activate another SAS mod except #SAS_Flyable AI Aircraft for proper work of TFM?
No.  :)
Title: Re: TFM-412 The Next Level
Post by: chupag72 on March 30, 2014, 02:33:18 PM
Started 10 packages. Put 11 package does not start. The Monti all the time what some problemene never earned direct the time, a lot of mistakes and not dockings mods
Title: Re: TFM-412 The Next Level
Post by: JotaC on March 30, 2014, 02:34:32 PM
Finally something that made me change to 4.12! excellent work, thx to all involved.

Btw, Avia S-199 does not appear in QMB?
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 30, 2014, 02:59:51 PM
Hey Monty the FW pack in this is only a partial one isnt it?
My a6 looks exactly like an a5.

Hi Simon.

Got you PM this morning.Sorry,real life keeps me very busy in the last 5 Months with little to no time for the SAS Forum.

Your work is impressive...(I´m a bit speechless  ;D) Really,Really cool.

Can I suggest something? I miss 2 things in the Packs,and correct me if I´m wrong:

-The ShipPack2 by asheshouse

-Gurner´s Effects Pack.Or better,a conversion from it to 4.12!

Best wishes from Germany

@ CMWV Because of download size the other part is in the BF109 pack - Full list on Page-1
@ Semor Because this is 412, there are still some issues to solve, and more to follow - Full list on Page-1
Title: Re: TFM-412 The Next Level
Post by: CWMV on March 30, 2014, 03:05:03 PM
Sorry that's not what I meant, only that this 190 pack is not claymore's pack, our that it's missing a lot. for example the A5 and A6 share the same 3D.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 30, 2014, 03:34:44 PM
Sorry that's not what I meant, only that this 190 pack is not claymore's pack, our that it's missing a lot. for example the A5 and A6 share the same 3D.
Its the 412 upgrade from StefanSG - I would also like to get the options for the flat canopy working, we used to be able to switch them in and out in 410.

So I guess a little more dialogue with StefanSG will advance things there.  I am pleased that we have the great bulk of the work here and that is the max we have ATM.  But it will surely go further now that we have more people involved and helping to develop the 412 mods.
Title: Re: TFM-412 The Next Level
Post by: RDDR Hangar19 on March 30, 2014, 04:03:17 PM
I sure would like to know the exterior difference between the A5 and A6. The actual 3d
having worked on a number of these aircraft with Claymore myself.
Title: Re: TFM-412 The Next Level
Post by: Mick on March 30, 2014, 04:55:24 PM
... very small visual difference in fact Chris ...  ;)

source:

http://www.ipmsstockholm.org/magazine/2004/11/stuff_eng_fw190_01.htm

(http://i55.photobucket.com/albums/g157/micksaf/FW190A5-A6_zps006a63c1.jpg) (http://s55.photobucket.com/user/micksaf/media/FW190A5-A6_zps006a63c1.jpg.html)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 30, 2014, 05:12:53 PM

BTW: I'm afraid there is an error in pack #TFM412-08_Korea - doubled content (SFS_AUTO and SAS_SFS) folders with wrong position (inside #SAS folder). In effect, some jets doesn't work (but after movin SFS_AUTO to proper position everything seems to be OK. But what with SAS_SFS folder, is it necessary in #SAS folder?)


I have corrected the #TFM412-08_Korea upload - Again its over-engineering on my part, trying to be too helpful, as these files and folders are already part of DBW and would be in place already for anyone with a DBW install.

Most DBW players will find this 412 upgrade really easy and see that they already have all the necessary sfs files and folders in place.  If you start with a totally new 'clone' install, as I did, its a piece of cake to move them over.

In the case of people starting from scratch, where have you been?  We have been having a ball on 4:101 for some years now!  Even so, welcome to the party, we will do our level best to help you get together all you need to enjoy this fully.   8)

Title: Re: TFM-412 The Next Level
Post by: teisco on March 30, 2014, 05:18:31 PM
If we installed the Korea part already, what do we have to do to correct the problem, re upload and install or? If we re upload do we just add that to the jsgme and let install it over the old Korea?
Title: Re: TFM-412 The Next Level
Post by: 361st_Hoss on March 30, 2014, 05:27:53 PM
the up3 rc. torrent on UP site is dead........... no click able link
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 30, 2014, 05:43:39 PM
the up3 rc. torrent on UP site is dead........... no click able link
Its OK, maybe not as clear as it could be...

(https://www.mediafire.com/convkey/a136/ehw02qrhsl3axum6g.jpg)
Title: Re: TFM-412 The Next Level
Post by: CWMV on March 30, 2014, 05:55:12 PM
I sure would like to know the exterior difference between the A5 and A6. The actual 3d
having worked on a number of these aircraft with Claymore myself.
Biggest tell is that the A6 in this 4.12 pack had mgff cannon barrels, but the gunfire effect is placed correctly for the much longer 151/20 that it should have.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on March 30, 2014, 06:18:33 PM
When DBW2 is released, we can all go back to using Claymore's Original FW's.

TFM_4.12 works on top of DBW2, but Im still testing that fact, so far only a few bad problems, so yall be patient and Bigger and better things are going to come our way. TFM 4.12 is just the beginning of a new IL2 Wonder.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on March 30, 2014, 06:48:18 PM
Just a quick one:

I've been installing the pack in the jsgme folder and, in a couple of the packs (the first one I can't remember, the second one is the #TFM412-15_Tiger33)  I get this message:

The file name(s) would be too long for the destination folder. You can shorten the file name and try again, or try a location that has a shorter path.

It then gives the name of the file. In order to continue I just "Skipped" the file.

How can I fix this?

Bob
Title: Re: TFM-412 The Next Level
Post by: tbauchot on March 31, 2014, 02:56:34 AM

Hello Monty, thank you very much for this brilliant work.
It only remains for me to refine the installation with the patch "Korea".
Everything seems to work fine, however I have problems with loading the "Crimea" map in the QMB and FMB...
I get this error message:
Le chargement de la mission a échoué :
Landscape'crimea/load.ini' loading error.
I have all the SFS UP files specified in the root of the game and the file sas_maps_01.sfs
in the SFS-Auto Folder.
The maps Crimea Winter & Crimea Mud works well.
Have you a solution to fix this problem?

Best regards, Thierry.
Title: Re: TFM-412 The Next Level
Post by: chupag72 on March 31, 2014, 04:15:22 AM
Playing videos and recordings that have when installing games are played not correctly or the game crashes when playing a track . The game freezes when playing track with ships.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on March 31, 2014, 05:52:08 AM

Hello Monty, thank you very much for this brilliant work.
It only remains for me to refine the installation with the patch "Korea".
Everything seems to work fine, however I have problems with loading the "Crimea" map in the QMB and FMB...
I get this error message:
Le chargement de la mission a échoué :
Landscape'crimea/load.ini' loading error.
I have all the SFS UP files specified in the root of the game and the file sas_maps_01.sfs
in the SFS-Auto Folder.
The maps Crimea Winter & Crimea Mud works well.
Have you a solution to fix this problem?

Best regards, Thierry.

Hi Thierry

Yes there is a solution.  In this case you have to bear in mind that modding from 410 to 412 entails many subtle changes. 

In addition to enabling maps through the SFS files, many other maps were enabled from objects and textures I had compiled in New-TFM for 410.  This was a good compromise for TFM-412 except in the case of the Crimea map.  Here is the fix:

Go to #SAS/MAPMODS/MAPS/Crimea and simply delete the folder 'Crimea'.  The map is now fully functional.

Thanks for the assist there, this fix is now at the end of the post on page one.

I know most of you will understand:  It is GREAT to get you all involved.  Yes there are few things to iron out, but this is a huge boost to 412 and I appreciate everyone who is pro-active, positive and helpful.  Even so, after compiling and uploading thousands of new files; the fixes are in single figures.  8)


Simon(SAS~Monty27)
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on March 31, 2014, 06:39:35 AM
Playing videos and recordings that have when installing games are played not correctly or the game crashes when playing a track.

so it comes when patching/modding the game. Its a old story and AFAIK
we can do nothing about. And never could. :-X
Title: Re: TFM-412 The Next Level
Post by: chupag72 on March 31, 2014, 06:48:02 AM
Playing videos and recordings that have when installing games are played not correctly or the game crashes when playing a track.

so it comes when patching/modding the game. Its a old story and AFAIK
we can do nothing about. And never could. :-X

Thanks for the reply
Title: Re: TFM-412 The Next Level
Post by: Plowshare on March 31, 2014, 08:14:14 AM
It took some digging but here's the first file I've found that triggered this message: The file name(s) would be too long for the destination folder. You can shorten the file name and try again, or try a location that has a shorter path.

It's in this path:
#TFM412-09_Coldwar\#SAS\00_czk_F-80_shooting stars_V4   20 sept 2012 (all-in-one)\new alternative mapping for F80C nose\back up old mapping\Blister1_D0.msh

When I try to place this file manually in the folder in the game I get the message above. I tried shortening it and I could place the file. However, when I then tried to rename file back to what it was supposed to be, it limited me to Blister1_D.msh - without the "0".

There are six more files telling me the same thing from #TFM412-15_Tiger33 regarding various Spitfires.

How can I fix this?

Bob
Title: Re: TFM-412 The Next Level
Post by: ozy1 on March 31, 2014, 09:49:13 AM
Greetings from Croatia
I dont understand if i did something wrong during install of the TFM-412,i am running 4.12.2m with  sas 5.3 and up3rc4 i had enabled sas mods in the jsgme when i was enabeling the tfm mods in it.So what i did is i have run the every single file from winrar and unpacked them in my sas folder then enabled them with jsgme and soon as i was enabeling second file ther was a message the this file allready contains files that they might not work and i click continue and that was for some 10or12 files off 17 that i downloaded.I can start the game but is showing normally up start screen i can see the planes listed or the other maps all in all i cant see improvments.What have i done wrong?please help
Title: Re: TFM-412 The Next Level
Post by: bergkamp on March 31, 2014, 09:55:47 AM
Plow, not sure if I'm understanding your problem correctly
Code: [Select]
#TFM412-09_Coldwar\#SAS\00_czk_F-80_shooting stars_V4   20 sept 2012 (all-in-one)\new alternative mapping for F80C nose\back up old mapping\Blister1_D0.msh, so I hope this helps. Do not move the folder "new alternative mapping for F80C nose". Just leave it in there with the 3do, cod and classfiles. It is there for reference/preference purposes only.

If you open the alternative mapping folder, you will see 6 MSH files and a backup folder. If you wish, copy the MSH files to subfolder 3do/plane/P80-C. (I believe these files make subtle changes to the look of the F80-C nose). The backup folder I mentioned, contains the backup MSH files you have just overwritten. Just to be certain, make another folder and copy the originals, just to be safe). Check in QMB to see if you notice or prefer the changes.

Hope this helps.

Title: Re: TFM-412 The Next Level
Post by: ls on March 31, 2014, 11:23:52 AM
Next report:
One more little problem (I think so): Avia S-199 doesn't work.
After installing _TFM412-02_AIR-109s Avia S-199 works, but when I have installed next packs, it disappeared in QMB.
Solved: Solution in next post (thank You, JotaC, I haven't noticed this one!)
Another problem with Hawaii map in QMB: it stops loading at 85 % ("loading stationary objects") - game freezes  :-[.
But when in FMB this map loads (???)
Solved: after disabling TIGER33's Sounds map loads in QMB.
Greetingz,
ls
Title: Re: TFM-412 The Next Level
Post by: JotaC on March 31, 2014, 11:39:57 AM
Next report:
One more little problem (I think so): Avia S-199 doesn't work.
After installing _TFM412-02_AIR-109s Avia S-199 works, but when I have installed next packs, it disappeared in QMB.

Another problem with Hawaii map in QMB: it stops loading at 85 % ("loading stationary objects") - game freezes  :-[.
But when in FMB this map loads (???)

Greetingz,
ls

Hi, with permission of more experienced users, you have the fisrt post edited with the fix:

Quote
One small 3D Fix for the S-199.  Conflict with PA Jeronimo Cowling Fixes; which are OK for everything else.
                 Go to:        #SAS/!0000_PA_Jeronimo_cowling engine & props/3do/plane/S-199
                 Rename:    S-199 to -S-199
                 S-199 is now fixed.

By other hand, Net 8 Islands map causes CTD at 88% when launched from QMB.
Title: Re: TFM-412 The Next Level
Post by: wingflyr on March 31, 2014, 01:45:18 PM
WOW!! Huge thanks Simon and crew for the amazing work you did here.I know how much time and effort you must of put in this puppy.
Big Cheers, Wingflyr
Title: Re: TFM-412 The Next Level
Post by: WindWpn on March 31, 2014, 02:46:32 PM
Nice to see TFM-412 and huge thanks Simon for putting a new TFM out there for this awesome IL2 flavor. 

One recommendation for the front page would be to list the md5 hash values for each pack.  I downloaded a few and had bugged files in the packs due to corrupt download on my end.  Re-downloading, but with the md5 hash its easy to compare the string vs what is posted to confirm match prior to expanding and risking a porked install.

patiently awaiting my revised download to try out the new pack!

~S~
wind
Title: Re: TFM-412 The Next Level
Post by: PlaneEater on March 31, 2014, 04:13:32 PM
I am having an issue with Pack #15.

It appears to cause a bug where ships do not move and many tracks do not play back correctly (ship and aircraft movement is thoroughly messed up, along with related camera issues).  I haven't explored the issues further than that since they're gamebreakers on their own...

I followed installation procedures with JSGME.  Stock 1946, plus 4.12.2 megapatch, plus Modact, plus AI planes, plus each part in sequence.  Once all 17 were in place I tested the game; while it loads correctly, the issues I described occur until I peel back stages to #15.  Everything works correctly if TFM is activated in JSGME only up to pack #14.

I tried re-downloading pack 15 and reinstalling it in case some kind of download corruption was causing the problem but that did not fix it.

I will see if I can get a logfile posted here shortly.

EDIT: well... logfile isn't too helpful.  This is what it looks like during the intro while ship movement is clearly bugged to heck and back:
Quote
[Mar 31, 2014 10:08:59 PM] Mission: Records/Intro 04 Ed.trk is Playing
06:00:00 Mission BEGIN
06:00:49 Mission END
[Mar 31, 2014 10:30:28 PM] Mission: Records/Intro 04 Ed.trk is Playing
06:00:00 Mission BEGIN
06:00:49 Mission END

EDIT 2: THE EDITING:

Wrong logfile, found the proper log.lst.  Dear God...  It's too large to post here.  I can link if that helps.
Title: Re: TFM-412 The Next Level
Post by: JotaC on March 31, 2014, 04:36:01 PM
Anyone experiencing CTDs when attacking armor columns? for example QMB mission @ Smolenks.

Will try to post log tomorrow.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 01, 2014, 12:27:30 PM
Here it is, i dont know if im posting the correct thing:

Code: [Select]
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Z_Radarmissile'
[10:15:50 PM] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[10:15:50 PM]
[10:15:51 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop2_D0'
[10:15:51 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop2_D0'
[10:15:51 PM] warning: no files : music/inflight
[10:16:08 PM] Time overflow (1636): speed 0.7075472
[10:16:56 PM] java.lang.NoSuchMethodError
[10:16:56 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric.targetGun(TankGeneric.java:1896)
[10:16:56 PM] at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:309)
[10:16:56 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric$Move.tick(TankGeneric.java:337)
[10:16:56 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[10:16:56 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[10:16:56 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[10:16:56 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[10:16:56 PM] at com.maddox.rts.Message._send(Message.java:1217)
[10:16:56 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[10:16:56 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[10:16:56 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[10:16:56 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[10:16:56 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[10:16:56 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[10:16:56 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:16:56 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 01, 2014, 01:01:19 PM
Anyone experiencing CTDs when attacking armor columns? for example QMB mission @ Smolenks.

Will try to post log tomorrow.

Only just got back online. Was having similar probs in QMB with various maps-mission vs armour, bridge, airfield. Mission launch screen would freeze at 85% loading stationary objects. Something to do with buildings. (Maps Smolensk, Crimea and Pacific Islands only ones tested). Sorry to be so vague, it's late in the evening and not at my game machine now, so will post log file tomorrow if needed.   
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 01, 2014, 01:13:13 PM
Anyone experiencing CTDs when attacking armor columns? for example QMB mission @ Smolenks.

Will try to post log tomorrow.

Only just got back online. Was having similar probs in QMB with various maps-mission vs armour, bridge, airfield. Mission launch screen would freeze at 85% loading stationary objects. Something to do with buildings. (Maps Smolensk, Crimea and Pacific Islands only ones tested). Sorry to be so vague, it's late in the evening and not at my game machine now, so will post log file tomorrow if needed.   

Same here. The 85% loading stationary usually happened when testing missions/campaigsn from older versions. If not, when i got closer to ground columns, CTD appeared.

I know i should not be trying 4.10 missions so came to fly just QMB stuff, test planes etc, and then the same CTD appeared. Typical attack armor at Smolenks. I cant load Net 8 islands map from QMB btw...
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 01, 2014, 03:16:05 PM
Some people are confused about what to expect with this upgrade and are wrongly attributing errors. 

We have all jumped from 410 to 412 - Its quite a leap. 

Common assumptions that have be nailed:
1-QMB is not expanded yet so old QMB missions will not work, only stock 412 QMB will work.
2-A broken QMB Launch is usually a Mission issue not a Map issue, check your FMB also.
3-Likewise do not expect old tracks to work.  Why not delete and make new ones?
4-QMBPRO is not yet ready for 412 AFAIK.


I have already fixed a lot of the QMB and will post a new QMB set for 412 when its ready.  If anyone else wants to look into into QMB please post. 

Essentially TFM-412 does not deal with QMB.  If a map loads and mission saves in FMB then it is functional.  If the corresponding QMB Mission Set fails then it needs to be fixed, something NOBODY has done yet.

You still have Stock-412 QMB. - Anything else you are seeing that tantalises you but doesn't work, is pollution from earlier versions.  I can provide, if you wish, a CLEAN folder for QMB that does work because I cleaned all the old crap out of it.

This is found in: Missions/Quick - Delete or rename your current one and replace with the clean one...

CLEAN QMB412.rar
DOWNLOAD         https://www.mediafire.com/?pn2bq3n31v3nb2w


Title: Re: TFM-412 The Next Level
Post by: hguderian on April 01, 2014, 03:28:50 PM
Hi!

About QMB for 412 take a look here:
http://www.sas1946.com/main/index.php?topic=36726.0

Maybe an even newer version is already included in ModAct5xx.

Cheers!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 01, 2014, 03:31:40 PM
WOW!! Huge thanks Simon and crew for the amazing work you did here.I know how much time and effort you must of put in this puppy.
Big Cheers, Wingflyr
Thanks Wingflyr,

I was unable, so far, to get your beautiful RAF fuelers and other vehicles to work with TFM-412.  I really miss them too.  Can you take a look for a us and do a 412 test with your wonderful work in place?  TFM-412 is not complete without them.  I will keep trying too, but I'm missing something so far.  Sure we can crack it...

8) 8) 8) 8) 8)

************************

Thanks also to hguderian,

Great work by Benitomuso on his essential tools for Il2, lets check it out...  ;D


EDIT:
http://www.sas1946.com/main/index.php?topic=36726.0
Thanks to benitomuso for upgrading his essential utilities to 412.

I strongly recommend downloading these for your TFM-412 install.  These wonderful mods require no *.INI editing and can be safely dropped into your #SAS folder
Title: Re: TFM-412 The Next Level
Post by: teisco on April 01, 2014, 04:21:37 PM
I tried his visual mod for 12 and could not get it to work in Modact or DBW, crashed before main screen loaded. I really want this to work if anyone has a fix.
Title: Re: TFM-412 The Next Level
Post by: WindWpn on April 01, 2014, 04:24:14 PM
Hey Simon!  just got all the packs down, in place, and working great.  I actually created a new selector slot for the new TFM 4.12.  Excellent work on all the content under one roof! 

Perhaps you have this on the burner simmering for release in an upcoming pack, but Mission Bug's stationary planes mod (http://www.sas1946.com/main/index.php?topic=37950.0) is quite well fitted for this pack.  I actually integrated into my tfm 4.12 install and works quite well to provide stationaries for planes such as the AD4 and others.  Only thing I had to ensure was the the mod folder containing all the stationary classes loaded near the top.  Perhaps cool to reach out to MB for "official" inclusion, but adds some real joy to the airfield for many of the planes offered here in the TFM!

~S~
wind
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 01, 2014, 04:26:44 PM
Thx for your response Monty; i dont want to give a wrong impression, nor delay your impressive work.

I tryed the QMB missions you provided, with the same result, CTD when i get closer to the armoured column. I can save the mission in FMB, but will be the same when flying it.

If you want the logs, or if i can help in any way, just let me know. I was just wondering if this happens only to two of us  :( even with a fresh install, at least for me.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 01, 2014, 04:43:31 PM
Hey Simon!  just got all the packs down, in place, and working great.  I actually created a new selector slot for the new TFM 4.12.  Excellent work on all the content under one roof! 

Perhaps you have this on the burner simmering for release in an upcoming pack, but Mission Bug's stationary planes mod (http://www.sas1946.com/main/index.php?topic=37950.0) is quite well fitted for this pack.  I actually integrated into my tfm 4.12 install and works quite well to provide stationaries for planes such as the AD4 and others.  Only thing I had to ensure was the the mod folder containing all the stationary classes loaded near the top.  Perhaps cool to reach out to MB for "official" inclusion, but adds some real joy to the airfield for many of the planes offered here in the TFM!

~S~
wind

Thanks Wind, thats a cert for Pack-18, plus a few other very useful suggestions earlier in this thread, plus a few surprises.  Thanks to Mission Bug for his excellent work, as usual!    ;D ;D ;D ;D ;D
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 01, 2014, 06:19:12 PM
Plow, not sure if I'm understanding your problem correctly
Code: [Select]
#TFM412-09_Coldwar\#SAS\00_czk_F-80_shooting stars_V4   20 sept 2012 (all-in-one)\new alternative mapping for F80C nose\back up old mapping\Blister1_D0.msh, so I hope this helps. Do not move the folder "new alternative mapping for F80C nose". Just leave it in there with the 3do, cod and classfiles. It is there for reference/preference purposes only.

Hope this helps.

Bergkamp:

It's okay. This wasn't my problem. I never knew until I just hit the web to find out that Windows has a limit to the number of folder levels and length of names for folders and files. If you go too many layers down and have long names for folders there comes a point when you have to limit the number of alpha-numeric characters. This is what happened to me.

I've since moved the TFM-TNL game up two folder levels to one folder from the top level on the drive and all is well.

This may a warning to others about dropping their game too deep into folders - The #TFM412-09_Coldwar and #TFM412-15_Tiger33 have files buried pretty deep inside so you're approaching the limit of folder levels and/or the length of names for those folders.

Bob
Title: Re: TFM-412 The Next Level
Post by: flugkapitan on April 01, 2014, 07:05:52 PM
Hi All,

First off, thanks to Simon and the others for putting this all together and the great support!

I'm installed up to and including TFM 17 and all is working great, except for one little thing. When I'm in the cockpit or in external view, the FOV defaults to medium ("End" key view) instead of full out (wide angle). I have to hit the "page down" key to get it back to the wide FOV every time I change views. I had installed the PAL-VisualModFixFM-V4121 and thought that might have caused the problem, but I remarked it out and there is no difference. The only non-TFM mods I have installed are the PAL cockpit sounds, PAL HUDConfig (in my #SAS folder) and #SAS_flyable AI Aircraft & #SAS_Forgotten Countries (via JSGME).

Any suggestions will be appreciated!

Regards,
Scott
Title: Re: TFM-412 The Next Level
Post by: farang65 on April 01, 2014, 08:34:24 PM
Hi Simon,

Your very fast for Part 17  :D

Just noticed it now  :-[

Looking forward to it.

Cheers

Kirby
Title: Re: TFM-412 The Next Level
Post by: wingflyr on April 02, 2014, 12:08:13 AM
Hey Simon

I sent you a PM my friend. wingflyr :)
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 02, 2014, 08:28:24 AM
Hi Monty,

I appreciate that TFM-412 is WIP but following on from JotaC and my issue in QMB you may be interested in this:

Firstly, I have a vanilla 4.12.2 install with Modact5.30. All 17 parts of TFM-412 installed, plus all UP sfs files. Game loads ok and as far as I can tell, all maps loading ok.

I set up a simple, single FMB mission on the Smolensk map, one Bf-110 attacking a moving transport column. From the object menu I selected Soviet GAZ-66 truck with infantry, Soviet Supply Car Column TypeII and 4x GAZ-66 carrying cargo and set 6 road following waypoints. I ran the mission AI and human controlled with no objects failing to load or CTD.

By chance, I then included in the mission, a single Soviet AA Gun ZU-23-2 on a GAZ-66 truck. The mission loaded but as the Bf-110 approached the column, screen froze and fb.exe stopped working then CTD. Log as follows:

Code: [Select]
[12:29:29 PM] Temperature - 12000m = -56.5 .
[12:29:29 PM] Loading map.ini defined airfields:
[12:29:29 PM] WARNING: ObjectVACache_Clear()
[12:29:29 PM] WARNING: * Buf0 : Obj: 6,  Vert 469,  Ind 1938
[12:29:29 PM] WARNING: * Buf1 : Obj: 15,  Vert 9993,  Ind 15936
[12:29:29 PM] WARNING: * Buf2 : Obj: 6,  Vert 5320,  Ind 10464
[12:29:29 PM] Load bridges
[12:29:29 PM] Load static objects
[12:29:30 PM] FM called 'FlightModels/Bf-110Fvroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:29:30 PM] FM called 'FlightModels/DB-601-110fam.emd' is being loaded from Alternative File: 'gui/game/buttons'
[12:29:30 PM] Motor resolveFromFile starter = 5
[12:29:30 PM] Motor resolveFromFile starter = 5
[12:29:30 PM] FM called 'FlightModels/DB-601-110fam.emd' is being loaded from Alternative File: 'gui/game/buttons'
[12:29:30 PM] Motor resolveFromFile starter = 5
[12:29:30 PM] Motor resolveFromFile starter = 5
[12:29:30 PM] Flight Model File FlightModels/Bf-110Fvroeg.fmd contains no Mach Drag Parameters.
[12:29:30 PM] FM called 'FlightModels/Bf-110Fvroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:29:31 PM] 1>mp_dotrange FRIENDLY DOT 6.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 6.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[12:29:31 PM] 1>mp_dotrange FOE DOT 12.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[12:29:31 PM] Mission: Single/test1.mis is Playing
[12:29:32 PM] warning: no files : music/inflight
[12:32:06 PM] Month = 0 , Hour = 12
[12:32:06 PM] Temperature -     0m = 6.0 .
[12:32:06 PM] Temperature -  1000m = -0.48999023 .
[12:32:06 PM] Temperature -  2000m = -6.980011 .
[12:32:06 PM] Temperature -  3000m = -13.470001 .
[12:32:06 PM] Temperature -  4000m = -19.960007 .
[12:32:06 PM] Temperature -  5000m = -26.449997 .
[12:32:06 PM] Temperature -  6000m = -32.940002 .
[12:32:06 PM] Temperature -  7000m = -39.429993 .
[12:32:06 PM] Temperature -  8000m = -45.92 .
[12:32:06 PM] Temperature -  9000m = -52.410004 .
[12:32:06 PM] Temperature - 10000m = -56.5 .
[12:32:06 PM] Temperature - 11000m = -56.5 .
[12:32:06 PM] Temperature - 12000m = -56.5 .
[12:32:06 PM] Loading map.ini defined airfields:
[12:32:06 PM] WARNING: ObjectVACache_Clear()
[12:32:06 PM] WARNING: * Buf0 : Obj: 68,  Vert 2484,  Ind 10971
[12:32:06 PM] WARNING: * Buf1 : Obj: 250,  Vert 47890,  Ind 97062
[12:32:06 PM] WARNING: * Buf2 : Obj: 19,  Vert 12432,  Ind 24432
[12:32:06 PM] Load bridges
[12:32:07 PM] Load static objects
[12:33:50 PM] Loading mission Single/test1.mis...
[12:33:50 PM] Month = 6 , Hour = 12
[12:33:50 PM] Temperature -     0m = 14.0 .
[12:33:50 PM] Temperature -  1000m = 7.51001 .
[12:33:50 PM] Temperature -  2000m = 1.019989 .
[12:33:50 PM] Temperature -  3000m = -5.470001 .
[12:33:50 PM] Temperature -  4000m = -11.959991 .
[12:33:50 PM] Temperature -  5000m = -18.449997 .
[12:33:50 PM] Temperature -  6000m = -24.940002 .
[12:33:50 PM] Temperature -  7000m = -31.429993 .
[12:33:50 PM] Temperature -  8000m = -37.92 .
[12:33:50 PM] Temperature -  9000m = -44.410004 .
[12:33:50 PM] Temperature - 10000m = -50.899994 .
[12:33:50 PM] Temperature - 11000m = -56.5 .
[12:33:50 PM] Temperature - 12000m = -56.5 .
[12:33:50 PM] Loading map.ini defined airfields:
[12:33:50 PM] WARNING: ObjectVACache_Clear()
[12:33:50 PM] WARNING: * Buf0 : Obj: 12,  Vert 832,  Ind 3300
[12:33:50 PM] WARNING: * Buf1 : Obj: 19,  Vert 13037,  Ind 22455
[12:33:50 PM] WARNING: * Buf2 : Obj: 10,  Vert 9080,  Ind 16176
[12:33:50 PM] Load bridges
[12:33:50 PM] Load static objects
[12:33:51 PM] FM called 'FlightModels/Bf-110Fvroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:33:51 PM] FM called 'FlightModels/DB-601-110fam.emd' is being loaded from Alternative File: 'gui/game/buttons'
[12:33:51 PM] Motor resolveFromFile starter = 5
[12:33:51 PM] Motor resolveFromFile starter = 5
[12:33:51 PM] FM called 'FlightModels/DB-601-110fam.emd' is being loaded from Alternative File: 'gui/game/buttons'
[12:33:51 PM] Motor resolveFromFile starter = 5
[12:33:51 PM] Motor resolveFromFile starter = 5
[12:33:51 PM] Flight Model File FlightModels/Bf-110Fvroeg.fmd contains no Mach Drag Parameters.
[12:33:51 PM] FM called 'FlightModels/Bf-110Fvroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:33:52 PM] 1>mp_dotrange FRIENDLY DOT 6.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 6.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[12:33:52 PM] 1>mp_dotrange FOE DOT 12.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[12:33:52 PM] Mission: Single/test1.mis is Playing
[12:33:53 PM] warning: no files : music/inflight
[12:34:37 PM] java.lang.NoSuchMethodError
[12:34:37 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric.targetGun(TankGeneric.java:1896)
[12:34:37 PM] at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:309)
[12:34:37 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric$Move.tick(TankGeneric.java:337)
[12:34:37 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[12:34:37 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[12:34:37 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[12:34:37 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[12:34:37 PM] at com.maddox.rts.Message._send(Message.java:1217)
[12:34:37 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[12:34:37 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[12:34:37 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[12:34:37 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[12:34:37 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[12:34:37 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[12:34:37 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[12:34:37 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Apologies if I'm being a pain in the arse, you are probably aware of similar issues and are already cleaning up.

Bergkamp

Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 02, 2014, 08:42:46 AM
thank you very very much Simon!
what a great idea and what a great pack!!!!
I just found some time today to download and try to install the pack, but I get a 60% crash at startup...
I noticed that inside the SAS_SFS folder there is the same two jetwar sfs files as are in the SFS_AUTO folder; could this be the problem? but I guess I would have a 5% crash then...

I chose to configure my Selector to run newTFM412 from its own folder and then took the direct install route, so maybe I will start from scratch again...
Title: Re: TFM-412 The Next Level
Post by: GEORGES44 on April 02, 2014, 01:09:19 PM
Awesome work Monty but there is one essential pack missing

#TFM412-666_AREA51 Time Zone
When activated will allow you to enter a different space-time continuum where you can spent entire weeks while being absent from Earth for only a couple of seconds:
- no more fuss about downloading delays
- no more whining by your partner / family / beer buddies / pet about spending too much time on an unhealthy activity
- time to read the manuals before install...and time to solve the bugs caused by not reading the manuals before the installs
- you can then finish the 325 campaigns you have begun on your 15 IL2 installs...or try to make them compatible with the new UP4.5/DBW6.0 that has just been released on SAS
tested and proven by all the outstandings modders of the SAS team (how do you think they can achieve so much in so short a time?)
;)
 
Title: Re: TFM-412 The Next Level
Post by: Sid on April 02, 2014, 01:22:59 PM
Excellent pack, thank you very much! Download and installation worked very well. Blown away by the aircraft selection, wasn't expecting the 262 turboprop, thought it was still 4.10. Hoping for many hours of distraction  :)

I don't see the MiG 3 in the updated 3d. Is that to be added?

Cheerzen

Edit: MiG 3 sorted. Added updated 3d folder from my archive into #SAS folder and it works. Happy bunny. Thanks for all your work on this, installing and fixes work great.
Title: Re: TFM-412 The Next Level
Post by: PA-Dore on April 02, 2014, 04:59:12 PM
Excellent version! Many thanks  :) I added it to my IL2 DATABASE (in french) with alternative Mirror downloads, I added too the 19 SFS UP/DBW files.
http://www.derrierloisirs.fr/il2/bdd2012 (http://www.derrierloisirs.fr/il2/bdd2012)
Title: Re: TFM-412 The Next Level
Post by: flugkapitan on April 02, 2014, 06:35:40 PM
Well, in addition to the FOV problems I posted earlier about...and evidently no one had a solution  ;)  I am getting the CTD due to TrackIR Error (I don't even have TrackIR). I think this and the FOV thing might be related to having installed the PAL 3D Stereo and Visual MOD. I remarked the file out, but I think it might have porked my install. I guess I'm going to have to do a complete re-install....ugh.

Scott
Title: Re: TFM-412 The Next Level
Post by: Bearcat on April 02, 2014, 10:13:03 PM
OK so let me get this straight... I have to get the UP3 files... I already have MA5.3 .. but that's it... Can I add any of this without the UP 3 files?
Title: Re: TFM-412 The Next Level
Post by: nzmigman on April 03, 2014, 01:52:58 AM
Small Issue with p47D 1944...canopy moving on the wrong axis, pops up instead of sliding back

Also could someone enlighten me...a little yellow light indicating turbine overspeed is flashing on various p 47 models when above 4700ft.
is it a warning...can someone please tell me what this does.

No engine sounds on mig 21s other sounds work fine and few other jets I've tested also have all sounds
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 02:42:44 AM
Well, in addition to the FOV problems I posted earlier about...and evidently no one had a solution  ;)  I am getting the CTD due to TrackIR Error (I don't even have TrackIR). I think this and the FOV thing might be related to having installed the PAL 3D Stereo and Visual MOD. I remarked the file out, but I think it might have porked my install. I guess I'm going to have to do a complete re-install....ugh.

Scott
NO SCOTT!!!!!

Make sure all JSGMEs are deactivated - Then...

Got a Clean Vanilla #SAS Folder on the front post - REM your old one, pop this in.

Then reactivate in order, doesn't take too long.  I have to bloody go through it!  ;D
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 02:43:41 AM
Small Issue with p47D 1944...canopy moving on the wrong axis, pops up instead of sliding back

Also could someone enlighten me...a little yellow light indicating turbine overspeed is flashing on various p 47 models when above 4700ft.
is it a warning...can someone please tell me what this does.

No engine sounds on mig 21s other sounds work fine and few other jets I've tested also have all sounds
Isn't this fixed on the front page?  Down the bottom, fixes etc...

Can you please provide specific examples for any aircraft without sound?
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 02:45:01 AM
OK so let me get this straight... I have to get the UP3 files... I already have MA5.3 .. but that's it... Can I add any of this without the UP 3 files?
Not recommended as previously explained...
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 02:48:19 AM
Excellent version! Many thanks  :) I added it to my IL2 DATABASE (in french) with alternative Mirror downloads, I added too the 19 SFS UP/DBW files. link: derrierloisirs.fr/il2/bdd2012
I'm getting a dead link there, can you re-check/post it please?
Title: Re: TFM-412 The Next Level
Post by: Mick on April 03, 2014, 03:12:35 AM
http://www.derrierloisirs.fr/il2/bdd2012/     ... ;)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 03:47:13 AM
http://www.derrierloisirs.fr/il2/bdd2012/     ... ;)
Champion Mick.  Thank you friend!  I shall put this on Page one of the post (after I've had me tea).  8)
Title: Re: TFM-412 The Next Level
Post by: flapper1 on April 03, 2014, 04:45:16 AM
First off many thanks for all the work done to keep this wonderful sim fresh and interesting. I have a problem with TFM412 Lucky13. After JSGME activation the game will not run at all and the computer sticks on the hourglass requiring CTRLALTDEL to escape. No error log available because game will not even load. De-activating and jumping over Lucky13 and activating all other TFM parts is no problem and game runs OK but I would like to get this right. Any ideas?
Title: Re: TFM-412 The Next Level
Post by: hernanyork on April 03, 2014, 04:51:03 AM
The part 9 coldwar is not dowloading at mediafire, plees reupload!!, thanks for all
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 04:54:50 AM
just tried, mediafire works. Sometimes you have to try again and again the link.
Title: Re: TFM-412 The Next Level
Post by: hernanyork on April 03, 2014, 05:13:41 AM
ok, thanks a lot!
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 05:15:10 AM
I have a problem with TFM412 Lucky13.

Flapper, does your #TFM412-13_Lucky-13 folder in jsgme have:
18786 files in 435 folders with 2095490951 Bytes?
make a check please . If not maybe a fresh dl helps.
Title: Re: TFM-412 The Next Level
Post by: andqui on April 03, 2014, 08:08:06 AM
I'm just getting back to IL2 after a hiatus, and am working on installing this. Is the SAS engine mod included in all of this? If not, can I install it without breaking things?

thanks

EDIT: Also, what about the Jet Era pack? Sorry if it's a silly question, I'm still figuring out which mods are which
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 08:36:17 AM
I'm just getting back to IL2 after a hiatus, and am working on installing this. Is the SAS engine mod included in all of this? If not, can I install it without breaking things?

EDIT: Also, what about the Jet Era pack? Sorry if it's a silly question, I'm still figuring out which mods are which

Yes, its in. + Su-25, Mig-21 etc. See first post.  ;)
Title: Re: TFM-412 The Next Level
Post by: andqui on April 03, 2014, 08:38:07 AM
Ok, that's good to hear. I saw the aircraft were included, but I didn't know if there were any other features of the pack. And just to be clear, is the same true of the engine mod?

EDIT: Just saw that I missed the text that said it is- sorry for the bother.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 08:50:55 AM
I tried his visual mod for 12 and could not get it to work in Modact or DBW, crashed before main screen loaded. I really want this to work if anyone has a fix.

Download this "New Visual Mod 8" by PAL and try.
For me it works flawlessy.

http://www.sas1946.com/main/index.php/topic,37311.0.html (http://www.sas1946.com/main/index.php/topic,37311.0.html)
Title: Re: TFM-412 The Next Level
Post by: flapper1 on April 03, 2014, 09:34:09 AM
Quote
Flapper, does your #TFM412-13_Lucky-13 folder in jsgme have:
18786 files in 435 folders with 2095490951 Bytes?
make a check please . If not maybe a fresh dl helps.

Strangely enough my #TFM412-13 is 18,839 files and 447 Folders! Downloading a fresh one now.(Though I'm sure I've tried this)
Title: Re: TFM-412 The Next Level
Post by: flapper1 on April 03, 2014, 09:52:06 AM

Posted by: SAS~Gerax
« on: Today at 05:15:10 AM »

    Insert Quote



Quote
Flapper, does your #TFM412-13_Lucky-13 folder in jsgme have:
18786 files in 435 folders with 2095490951 Bytes?
make a check please . If not maybe a fresh dl helps.
Just downloaded a fresh #TFM412-13. Same result 18839 files, 447 folders. Weird.


Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 10:37:22 AM
sorry my fault. I did a check without the paintshemes folder.  :-X
So its clear that there is a difference.

Title: Re: TFM-412 The Next Level
Post by: jlan5031 on April 03, 2014, 02:20:20 PM
I can't open many of the maps. I've downloaded Map Mods 1 and 2. I unzipped them and installed both in the #SAS/MAPMODS/STD folders. They all show up on the FMB list, nicely organized. When I try to load, it can't find the map. The all.ini shows the load commands. Must be something I haven't done, or done correctly. Thanks for any help.
Below, hopefully is a copy of my loglfile. I'm unsure about inserts. Hope below is one.

Code: [Select]
http://[Apr 3, 2014 7:56:48 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

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

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:95)
at com.maddox.il2.builder.PlMapLoad.mapLoad(PlMapLoad.java:129)
at com.maddox.il2.builder.PlMapLoad$1.doAction(PlMapLoad.java:429)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java: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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
section [MAP2D] not found in 'maps/JV69_LYBIA_N-E/JV69_M_load.ini
[Apr 3, 2014 7:57:27 PM] -------------- END log session -------------
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 03, 2014, 03:06:45 PM
Hi Monty,

Dog with a bone again. Re my post 116, problem with QMB/FMB. Sorry to pester you with this again. I have rolled back my install to TFM412#12 and QMB missions and QMB maps load and run ok. After install of TFM#13, main game loads ok but QMB missions stall and CTD at 85% loading stationary objects. This appears to be something to do with the GAZ-66 trucks mod included in the TFM#13 pack. I have d/l again pack #13 and re-installed with same result.

Can you look into this and confirm if you are aware of a problem with the GAZ-66, or if there is a possible corruption in my pack #13 d/l?

Promise I won't bother you with this again. Ever. Maybe.

Bergkamp
Title: Re: TFM-412 The Next Level
Post by: nzmigman on April 03, 2014, 03:44:21 PM
MIG 21 PF, PFM, FL missing engine sounds, and internal canopy mesh in cockpit view...
MIG 21 with Radar just missing engine sounds

Solved by copying my_presets and my_samples folders from MIG21 Dir to root dir my_presets and my_samples
Must look there for its sound library
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 04:15:44 PM
MIG 21 PF, PFM, FL missing engine sounds, and internal canopy mesh in cockpit view...
MIG 21 with Radar just missing engine sounds
Not so for me or any of the testers, so it may be you are missing something your end.  Lets see if others can confirm.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 04:31:56 PM
Hi Monty,

Dog with a bone again. Re my post 116, problem with QMB/FMB. Sorry to pester you with this again. I have rolled back my install to TFM412#12 and QMB missions and QMB maps load and run ok. After install of TFM#13, main game loads ok but QMB missions stall and CTD at 85% loading stationary objects. This appears to be something to do with the GAZ-66 trucks mod included in the TFM#13 pack. I have d/l again pack #13 and re-installed with same result.

Can you look into this and confirm if you are aware of a problem with the GAZ-66, or if there is a possible corruption in my pack #13 d/l?

Promise I won't bother you with this again. Ever. Maybe.

Bergkamp

Its not a problem Bergkamp. - By which I mean, it really isn't a problem! 

Here's the SITREP:
Stock 412 - a few maps with Stock QMB.
TFM-412 - A shitload of maps and more stuff, waiting for a QMB that can handle it.

Solutions:
Learn FMB and start writing the missions you want.  FMB is the beating heart of Il2 and this is what TFM-412 is for.

Wait for QMB-412 to be developed further.

While there are many added objects and aircraft in TFM-412, nothing is removed from Stock 412.  This is deliberate, so as not to break Stock QMB or DGen.

We do need to take a look around QMB and get it up to speed, and any input and help on that is appreciated.

If we are to make progress on this we need to get specific: "QMB missions stall and CTD at 85%" is not right is it?  ALL QMBs?  Not so as far as I can see.

Things to Check:
RAM setting on selector - recommend 512, people often push it higher and run out of resources when loading maps.

Test each QMB from Scramble to all other states.

Before anyone says; "you should have done this before releasing TFM-412.
a)We did.
b)We haven't done anything to stock QMB.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 08:00:39 PM
I can't open many of the maps. I've downloaded Map Mods 1 and 2. I unzipped them and installed both in the #SAS/MAPMODS/STD folders.

wrong folder. It should go to #SAS/MAPMODS/maps.

Quote
I'm unsure about inserts. Hope below is one.
you used img code instead code. I repaired it. now the log shows up.
read here how to do this  ;):
http://www.sas1946.com/main/index.php/topic,13457.0.html


Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 08:35:11 PM
Can you look into this and confirm if you are aware of a problem with the GAZ-66, or if there is a possible corruption in my pack #13 d/l?

Did a quick check:
I installed the GAZ-66 trucks in a fresh vanilla 412.2 MA5.30 (without tfm of course),
old Smolensk armor QMB worked well, no CTD. So its not this GAZ mod.

But yes, I have the same problems in TFM with some QMB missions as you and other described it where I have a sudden CTD. Will try to find out wheres the culprit.  :-X
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 09:15:08 PM
Can you look into this and confirm if you are aware of a problem with the GAZ-66, or if there is a possible corruption in my pack #13 d/l?

Did a quick check:
I installed the GAZ-66 trucks in a fresh vanilla 412.2 MA5.30 (without tfm of course),
old Smolensk armor QMB worked well, no CTD. So its not this GAZ mod.

But yes, I have the same problems in TFM with some QMB missions as you and other described it where I have a sudden CTD. Will try to find out wheres the culprit.  :-X

I had similar issues in FMB with the new#TFM412-19_Map-Pack-3 - I think we may have the culprit here:

TIGER33's Sounds - An ongoing classfile conflict with this mod makes it unsuitable, at present, for the TFM-412 modset.  It is recommended to disable TIGER33's Sounds by adding (-) to the folder:Il2.../#SAS/!#_UV3

You must also disable (-) tigersounds_1.sfs and tigersounds_2.sfs inside the SFS_AUTO folder.

This is all about the jump from 410 to 412, some of the conflicts have only revealed themselves with later addons.  Since we want stability above all it is best to disable the !#_UV3 folder for now.  In time we may well see a 412-fix for this wonderful soundset.  We all want it and are trying hard to fix it. 

Sorry to put it on hold for now.  We will eventually get there with TIGER33's Sounds, I am sure of that, and we will keep trying.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 09:37:33 PM
Yes, thats it. Thanks for the finding Simon, spares me a lot time.  ;)
(I was looking for troubles in the inis etc.  :P).
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 03, 2014, 09:42:06 PM
PS: I added this PAL mod for 412, I recommand to have it!
Works OK so far.  :)
http://www.sas1946.com/main/index.php/topic,37311.0.html
(look for the second ! dl in the first post dated with 2013/10/09!)

it brings not only 3d but more and better views and the Refuel/Rearm feature etc!!!  :o
Title: Re: TFM-412 The Next Level
Post by: flugkapitan on April 03, 2014, 10:10:37 PM
Hi Simon,

Thanks for the reply! I re-installed as you suggested and applied all the fixes (including the latest round of them). All seems to work well. My FOV's are back to the way they should be. I've only flow stock mission thus far in the Luftwaffe Fighter North career with I/JG54 and haven't gotten the TrackIR error msg. The only minor annoyance, is that the a/c starter sound is stuck in a loop, constantly playing in the background of the engine noise (yes, I disabled Tiger's sounds).

Thanks again for your help and your efforts!

Regards,
Scott
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 10:43:36 PM
Hi Simon,

Thanks for the reply! I re-installed as you suggested and applied all the fixes (including the latest round of them). All seems to work well. My FOV's are back to the way they should be. I've only flow stock mission thus far in the Luftwaffe Fighter North career with I/JG54 and haven't gotten the TrackIR error msg. The only minor annoyance, is that the a/c starter sound is stuck in a loop, constantly playing in the background of the engine noise (yes, I disabled Tiger's sounds).

Thanks again for your help and your efforts!

Regards,
Scott
OK, this is because you must also disable (-) tigersounds_1.sfs and tigersounds_2.sfs inside the SFS_AUTO folder.  Have added that info to the instructions!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 03, 2014, 10:53:18 PM
Awesome work Monty but there is one essential pack missing

#TFM412-666_AREA51 Time Zone
When activated will allow you to enter a different space-time continuum where you can spent entire weeks while being absent from Earth for only a couple of seconds:
- no more fuss about downloading delays
- no more whining by your partner / family / beer buddies / pet about spending too much time on an unhealthy activity
- time to read the manuals before install...and time to solve the bugs caused by not reading the manuals before the installs
- you can then finish the 325 campaigns you have begun on your 15 IL2 installs...or try to make them compatible with the new UP4.5/DBW6.0 that has just been released on SAS
tested and proven by all the outstandings modders of the SAS team (how do you think they can achieve so much in so short a time?)
;)

 ;D Shit - That's where we go - Don't tell my wife! ???
Title: Re: TFM-412 The Next Level
Post by: flugkapitan on April 03, 2014, 11:18:32 PM
Quote
OK, this is because you must also disable (-) tigersounds_1.sfs and tigersounds_2.sfs inside the SFS_AUTO folder.  Have added that info to the instructions!

Once again - thank you!

Scott
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 04, 2014, 12:05:04 AM
Quote
OK, this is because you must also disable (-) tigersounds_1.sfs and tigersounds_2.sfs inside the SFS_AUTO folder.  Have added that info to the instructions!

Once again - thank you!

Scott
Well, we tried with Tiger33's Sounds, who wouldn't want them?  But there are just too many issues, currently, coming up with classfiles needed by 412 and hitting stuff in UV3.  Without totally re-writing Tiger33's Sounds for 412 - I really wish he would - Then we are left looking at what is left of the original 410 mod that we can still use in 412. 

The latest way in which this tripped us up was a little known conflict with a specific FMB group, Stationary Ships, that was easily missed in testing.  I discovered it when in there playing with FMB and more new maps.  :o

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 04, 2014, 12:39:07 AM
PS: I added this PAL mod for 412, I recommand to have it!
Works OK so far.  :)
http://www.sas1946.com/main/index.php/topic,37311.0.html
(look for the second ! dl in the first post dated with 2013/10/09!)

it brings not only 3d but more and better views and the Refuel/Rearm feature etc!!!  :o
I can't get it to work, read the whole thread too!
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 04, 2014, 12:42:35 AM
Simon, what exactly does not work?
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 04, 2014, 12:46:16 AM
With regard to this particular mod I still have some reading up to do - Doesn't seem to be any docs ready yet and I just can't figure it out.  ATM I can't get any mission to load, stuck on scrolling red & blue screens.  I set PAL3DStart=0 in the conf.INI, under mods but I still get scrolling red & blue screens...
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 04, 2014, 12:55:37 AM
simon, try to put this entries at the end of your conf.ini in mods section.
Code: [Select]
PALHUDMode=0
SpeedbarUnits=1
SpeedbarTAS=0
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
PALGameMenuStatusBar=0
PALGameMenuShowFPS=1
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=0
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 04, 2014, 01:02:07 AM
simon, try to put this entries at the end of your conf.ini in mods section.
...
Thanks Gerhard, that did the trick - Holy shit!  THIS LOOKS AMAZING!  Camera angles, menus, its more like FSX now.  ;D 

http://www.sas1946.com/main/index.php/topic,37311.0.html
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 04, 2014, 01:17:45 AM
I just tried a QMB mission where I fired all bullets and dropped all bombs to the nowhere.
Then I landed, set chocks, hit "Rearm/refuel" in menu ... and it worked 100%!  ;D

Simon, do not forget to set a key for this mods menu!
Find it as "Game Menu" in controls settings in misc.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 04, 2014, 02:44:34 AM
I just tried a QMB mission where I fired all bullets and dropped all bombs to the nowhere.
Then I landed, set chocks, hit "Rearm/refuel" in menu ... and it worked 100%!  ;D

Simon, do not forget to set a key for this mods menu!
Find it as "Game Menu" in controls settings in misc.
Thanks for drawing attention to this mod Gerhard.  Pablo is transforming Il2 into a completely modern sim experience.  In 412, with TFM-412, this is fantastic.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 04, 2014, 02:51:43 AM
Yes, sadly his exceptional mods gets far too little attention imho.  ;)
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 04, 2014, 04:01:55 AM
Hi Monty,

Thanks for your reply 146 on page 13. Please be assured that I appreciate the need for proper reporting through providing a log file. My comments about a CTD in in QMB were a generalisation and I apologise for any misunderstanding. I had set up an FMB mission and provided a log (see my post 116 on page 10), which led me to stumble upon and investigate the GAZ mod. My main concern was to try and get to the bottom of the problem, mainly making sure that I did not have a corrupt file somewhere. Thanks to your investigations, that appears to not be the case.

Thanks again for your help and my appreciation for all the effort going into this project.

Another happy customer,

Bergkamp.
Title: Re: TFM-412 The Next Level
Post by: Jokili on April 04, 2014, 09:19:22 AM
Great work Monty, cant wait see your work in Il2 BoS :-)
Title: Re: TFM-412 The Next Level
Post by: Darth_Dooboss on April 04, 2014, 09:21:19 AM
Hi all
Thank you very much Monty for this superb work.
I have been installing all the TFM parts correctly until the 11 part, in which I have a 20% error and this code
Code: [Select]
[2:42:27 PM] Spawn.get( com.maddox.il2.objects.air.XC_47X ): com.maddox.il2.objects.air.CockpitC47
[2:42:27 PM] java.lang.NoClassDefFoundError: com.maddox.il2.objects.air.CockpitC47
[2:42:27 PM] at com.maddox.il2.objects.air.XC_47X.class$(XC_47X.java:24)
[2:42:27 PM] at com.maddox.il2.objects.air.XC_47X.<clinit>(XC_47X.java:114)
[2:42:27 PM] at java.lang.Class.forName0(Native Method)
[2:42:27 PM] at java.lang.Class.forName(Unknown Source)
[2:42:27 PM] at com.maddox.rts.Spawn.get(Spawn.java:39)
[2:42:27 PM] at com.maddox.rts.Spawn.get(Spawn.java:28)
[2:42:27 PM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
[2:42:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
[2:42:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[2:42:27 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2:42:27 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[2:42:27 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2:42:27 PM] java.lang.NoClassDefFoundError
[2:42:27 PM] at java.lang.Class.forName0(Native Method)
[2:42:27 PM] at java.lang.Class.forName(Unknown Source)
[2:42:27 PM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:218)
[2:42:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
[2:42:27 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[2:42:27 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2:42:27 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[2:42:27 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Any idea about to solve this?
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 04, 2014, 12:16:44 PM
...in which I have a 20% error and this code...
game loads fine here including all necessary tfm-parts 1-17.
Have you installed tfm on a fresh vanilla 4.12.2?
Or have you installed it over a existing #SAS with some mods?
Title: Re: TFM-412 The Next Level
Post by: Darth_Dooboss on April 04, 2014, 12:42:17 PM
I have installed over a vanilla 4.12.2.
In the 5.30 I select a few mods, clouds, fov, etc.
I'm testing all the tfm mods one by one, and in the tfm-11 I got the problem. After uninstall the game works perfect.
Are you telling me that this its normal?
Have I to install all the tfm mods 1-17 and then start the game?
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 04, 2014, 12:55:59 PM
After disabling Tiger33 mod, all working flawlessly!  8)
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 04, 2014, 01:01:36 PM
Hello all

I can start up with MA 5.3 and all the option packs. I have the UP .sfs files from the torrent linked here in the root folder. When I activate the first TFM pack I get an immediate CTD after a moment of the splashscreen. If I deactivate this first pack I can start up again. All I can see is that as I started with a fresh install of 4.12.2 rather than an upgrade to DBW, I don't have the dbw_mapex files as listed in the first post but then I wouldn't have these. Has anyone else who started with a completely fresh install had a similar problem with this?

Thanks for your asssitance

Euan
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 04, 2014, 01:28:08 PM
euanemblin, activating means enabling the part via jsgme not to start the game.
unzip all the parts into jsgme folder, then activate ALL parts (1-17) via jsgme
and then start the game and see how it goes...  ;)
the same is true for you Darth_Dooboss. Please try again mates.

And please read the NOTES & FIXES at the end of the first post
before starting the game for the first time!  :)
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 04, 2014, 01:33:46 PM
Hello Gerax

Thanks mate, I know you mean well, but I honestly know that. I have been using DBW and mod enablers for many years. The way this works is that the game should start after each successive modpack is moved across and this aids as a useful test bed to ascertain where in the install the problem lies. So if I am able to start up with the base install of MA 5.3 plus options then the foundation is good. If I get a CTD after just the first pack then therein lies the problem. It isn't necessary to activate all parts first but that is what I did in the beginning and got the CTD, hence the step by step approach.

Thanks for your consideration

Euan
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 04, 2014, 01:51:38 PM
Sorry, I misunderstood your post and thought you have tried right after activating the first part and so got the error you described.

A CTD right after splashscreen means 5% CTD means missing SFS (typically).
I do not understand all of your post above: you do not have the updbw_mapex_0X.sfs
files in root or do you have them? They are needed there as they are requested
in the std/rc file wich comes with part1.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 04, 2014, 02:11:54 PM
Well, I do have all the UP .sfs files as in the torrent linked here on the first page by Monty. These do not include the dbw_mapex files only the up files. Most people will perhaps be upgrading a previous DBW install so they will have these dbw ones too and they are in the posted list  but not in the UP3 collection as downloaded in the torrent.

So in the root folder I have the .sfs files from UP but as it's a fresh install I don't have any DBW related ones.

Euan
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 04, 2014, 02:30:34 PM
So I will extract these dbw_mapex files from the DBW Superpack and put them into the root folder and see if I can run. Strange that the .rc , which I opened up and examined, calls for these files when they are not included in the UP .sfs torrent. I am wondering whether the files themselves are in fact necessary but as the .rc calls for them I can see why I got a 5% CTD without. Maybe an edited .rc would be the simplest answer.

Monty, are you able to shine any light on this mate?

Euan


EDIT: Eureka, I moved the updbw_mapex.sfs files, there are 8 of them, into the root folder of the game installation and it runs so now I can activate packs 2-17.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 04, 2014, 03:49:07 PM
This is what you guys get for having somebody seventy-one years old and not very bright be a member here, and still be interested in your game.  But if you can just bear with me while I explain my situation - I had a working copy of 4.12 on my PC.  I downloaded and installed the aforementioned 4.12.2m patches (but the load screen didn't indicate but 4.12 (should it have?)), didn't know where to get "UP SFS files for UP-3", downloaded and installed SAS Modact 5.3.  Well, when I tried to run the game, the Modact 5.3 load screen appeared, it got pretty far down I think past 70% or 80%  and then I was magically back to my desktop.  Quite obviously I did something wrong, but I just don't know what.  Truthfully, I understand very little of what was said in the first post but I tried to follow the instructions and I thought I had except for those UP files.  And the posts that followed, well, I just didn't understand although I am sure they were a great help to many.  It's just me and not you fellers.  I confess that I don't even know what a Modact is.  I play, successfully, DBW with the TFM mods enabled.  Can anyone give me a hint as to what I need to do/have done incorrectly?  Thank you very much.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 04, 2014, 03:59:35 PM
Hello Bob

How are you mate? I am twenty years behind you and I get confused easily with all this complexity, so don't worry about that at all. If your game version is showing only 4.12 then that is what you have. Normally, I would at this stage of starting afresh with a new install set, actually delete the whole game directory and start again and that way you know what you have as the base. There is an upgrade pack available here to take you from raw 4.07 to 4.12.2 and then you add ModAct 5.3 and into the jsgmemods folder you extract all the various options. Once activated that is the foundation on which you can activate the TFM packs 1-17.

The only confusing step for me was the installation of the .sfs files from UP that have to go into the root folder. You can get these from either a previous DBW install or from the UP download but you do have to add the 8 updbw_mapex.sfs files as in my post.

I would be happy to walk you through any difficulties you may be having. Let me know, I am here for the next few hours.

Euan
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 04, 2014, 04:14:25 PM
...
I would be happy to walk you through any difficulties you may be having. Let me know, I am here for the next few hours.

Well, here in the next few minutes my #2 son and his family are taking us out to dinner and I never pass up a free meal.  I will try to do what you suggest, but let me ask - I have the IL2 1946 DVD, but I run Win 8.1 on my PC.  Will this silly thing install?  And, I am afraid I still don't understand exactly what those dang UP things are, but if you say they are in a DBW install then I have 'em.  But I guess I'll ask you about that later if you will permit, and if I am able to do a fresh installation of the game.  Thanks for the really speedy reply.  Where are you?  I'm in south Texas.  Thanks again Euan.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 04, 2014, 04:21:17 PM
Bob I am in Rugby, UK and I hope you have a nice meal. For your info, UP or Ultrapack is the base for the DBW installation that you've been playing and their files are in .sfs format which is the file type native to the game.

I will be around for a while tonight and for the next few days as I want to spend time with this new TFM. I am happy to get you up and running. I don't know whether IL-2 1946 has any problems on Win8 as I continue with Win7 by preference.

Speak soon

Euan
Title: Re: TFM-412 The Next Level
Post by: Darth_Dooboss on April 04, 2014, 05:12:22 PM
Hi all
After enabling all the TFM mods like Gerax indicates the game do not load, even the load screen and dont generate the log file...¿?
 >:( >:( >:(
Can someone help me??

Thanks in advance
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 04, 2014, 05:26:24 PM
Darth

Within JSGME deactivate all the packs and options so you just have 4.12.2 with MA 5.3. Does the game start? Add things step by step. Be aware of the need for both up.sfs and updbw.sfs files. Add packs one by one and start the game after each addition.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 04, 2014, 05:35:35 PM
Bob I am in Rugby, UK and I hope you have a nice meal. For your info, UP or Ultrapack is the base for the DBW installation that you've been playing and their files are in .sfs format which is the file type native to the game.

I will be around for a while tonight and for the next few days as I want to spend time with this new TFM. I am happy to get you up and running. I don't know whether IL-2 1946 has any problems on Win8 as I continue with Win7 by preference.

Speak soon

Euan

I'm retired from the Navy and we lived in London for three years back in the mid 60's.  Have been back over the years for vacations.  Love your country.  Now I'm getting too old to sit on an airplane for eight hours so I have probably visited my last, but I do envy you.  Thanks for your patience and help.  I'll let you know tomorrow sometime how things went.  But, as usual, I do have a question.  Would I just copy all the .sfs files from my DBW install into the "new" game that I intend to try?  Thanks again.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 04, 2014, 05:53:51 PM
Not necessary to do that Bob. Monty put up a list of the .sfs files that we need in our root folders. As I was starting from a fresh install I used the UP 3.0 RC torrent files plus the 8 updbw_mapex.sfs files from DBW. Those files are the ones you need to add to your root folder once you have your game set at 4.12.2 with MA 5.3 plus the options as you wish.

It is quite an elegant approach once you understand it and enables us to fly the latest TD game with the mods we like. Should make for some awesome campaigns in the near future.

I am ex forces myself Bob and have travelled extensively in the US and in Texas too. I envy you living where you do.

Speak soon

Euan
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 04, 2014, 06:03:23 PM
After disabling Tiger33 mod, all working flawlessly!  8)
Yep my bad JotaC - We tried everything to get Tiger33's Sounds in TFM-412 and I thought we had it solved.  Too many, seemingly unrelated, conflicts kept popping up from places we never expected and had not tested for.  With this pack design we were able to isolate new problems as all the mods interacted.  The modular design and approach of TFM-412 has helped us a lot here.  Now its retro'd out and not part of the set.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 04, 2014, 06:48:07 PM
Not necessary to do that Bob. Monty put up a list of the .sfs files that we need in our root folders. As I was starting from a fresh install I used the UP 3.0 RC torrent files plus the 8 updbw_mapex.sfs files from DBW. Those files are the ones you need to add to your root folder once you have your game set at 4.12.2 with MA 5.3 plus the options as you wish.

It is quite an elegant approach once you understand it and enables us to fly the latest TD game with the mods we like. Should make for some awesome campaigns in the near future.

I am ex forces myself Bob and have travelled extensively in the US and in Texas too. I envy you living where you do.

Speak soon

Euan

I finally found those files in the first post.  Man, it is rough when your eyes are as old as the rest of you.  Seeing small print is getting tougher and tougher.  It is, indeed, hell getting old.  And I have two kinds of cancer to.  I did get the game to install (in Win 8.1) so now I guess I am good to go.  Thanks again for all your help, and having the confidence in me that I could handle this. I'm sure I will be back in the forum, so stand by.   
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 04, 2014, 07:24:02 PM
(https://www.mediafire.com/convkey/553a/l3u0s26vmbcqouw6g.jpg)

#TFM412-18_Nightcats
Mission Bug's Static Aircraft
Rabaul Updates to 2 By Bee
GEE + Navaid mod (v1.2) By sputnikshock
Wuerzburg-Riese + Freya (C&C style GCI radars)  By sputnikshock
Realistic Lights v1.5 By santobr
Fi-156U By Bombsaway
SB2U Vindicator By CWatson
Vought 156-F By CWatson
Bolton Paul Defiant By Ectoflyer
P-61A/B By 101tfs, Crazyflak & Storebror

#TFM412-18_Nightcats
DOWNLOAD-         https://www.mediafire.com/?oidgdoeuwn2vqlo


This includes all of the latest updates for Bee's amazing Rabaul 1944 map, all of Slipper's earlier suggestions for nightfighters (thanks to By sputnikshock and santobr), the beautiful new Fi-156U, with depth charges, By Bombsaway, CWatson's Vindicator's, Ecto's Defiant, for my BoB campaign (thanks mate) and Crazyflak & Storebror's fabulous Black Widow.   8) 8) 8) 8)
Title: Re: TFM-412 The Next Level
Post by: flugkapitan on April 04, 2014, 07:57:02 PM
Sweet!!!   ;D
Title: Re: TFM-412 The Next Level
Post by: vegetarian on April 04, 2014, 08:51:30 PM
 This just keeps on getting better :D
Title: Re: TFM-412 The Next Level
Post by: teisco on April 04, 2014, 09:52:17 PM
Thanks, I have them all installed and working great, glad you got the P-61 in the new one.
Title: Re: TFM-412 The Next Level
Post by: farang65 on April 04, 2014, 10:21:05 PM
Thanks for this update Simon,

At least I'll have Bee's amazing Rabaul map fully updated with The Next Level  :D

Again so quick you do have to keep a careful watch on this thread  8)

Kirby

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 07:46:36 AM
Thanks for this update Simon,

At least I'll have Bee's amazing Rabaul map fully updated with The Next Level  :D

Again so quick you do have to keep a careful watch on this thread  8)

Kirby
Big thanks for your help, and the other great map-makers, with these sets Kirby.  Getting the 412 Map and Object Updates together is really expanding our world!  As you already know; there are TWO new dedicated Map-Packs to come tomorrow... ;D

...its very early Sunday morning here in the future! Must sleep now...:P


Simon
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 05, 2014, 07:47:04 AM
Thanks for the additions Simon.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 05, 2014, 07:47:35 AM
7-             Disable (-) these classfiles inside IL-2...\#SAS\!SAS_Engine_Mod  DA920CD60E028A40   EEBBE344D2C2A05A   106BE08E745DD716
                These have been found responsible for odd AI behaviour, thanks to WindWpn for the heads up, straight from the DBW2 development team.

Should I Rem out these files in the regular SAS-MA5.30 or just this TFM-TNL? I have both this and the SAS-MA5.30 running.

Bob
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 07:49:46 AM
7-             Disable (-) these classfiles inside IL-2...\#SAS\!SAS_Engine_Mod  DA920CD60E028A40   EEBBE344D2C2A05A   106BE08E745DD716
                These have been found responsible for odd AI behaviour, thanks to WindWpn for the heads up, straight from the DBW2 development team.

Should I Rem out these files in the regular SAS-MA5.30 or just this TFM-TNL? I have both this and the SAS-MA5.30 running.

Bob

Hi Bob

Once the pack is installed, so that they will be found in #SAS and there will be just the one example of each.

Simon
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 05, 2014, 08:00:33 AM
Just a quick word to say thanks for your patience, Monty. All 18 packs installed and working, plus I have PAL's visual Mod8 up and running too.

Bergkamp
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 05, 2014, 08:09:00 AM
Simon:

Sorry, I guess I wasn't clear enough. I also have a modded up version of SAS-MA5.30.

In my regular SAS-MA5.30 do I Rem out the files DA920CD60E028A40   EEBBE344D2C2A05A   106BE08E745DD716 in !SAS_Engine_Mod as well?

It keeps being repeated but, I don't think we all can say "Thanks" enough considering the amount of time you're putting in for everyone's enjoyment.

Thanks and keep up all the great work.

Bob
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 05, 2014, 08:20:52 AM
Will the mods that are previously used in DBW work here?  Specifically I was wondering about the wide screen one (not sure what it is called).  Thank you.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 05, 2014, 08:31:34 AM
#TFM412-18 installed and working, this is getting awesome Monty!

A few comments if im allowed; i dont know is this was happening before last pack, but Tu-4 was not showing in QMB (like the S-199 before). This time in !0000_PA_Jeronimo_Wheels renamed plane folder to "-Tu-4" and was solved.

Also, all Ta 152 C planes had to be disabled in !0000_PA_Jeronimo_cowling engine & props, as far as they appeared in QMB and in flight with the propeller "floating" forward of its natural position attached to the engine.

Same planes, had to be disabled too in !0000_Wolfighters_Pilots as pilot were appearing corruptly (sorry dont know word in english) in cockpit.
EDIT: also in Ta152 H1.

Both cases with Ta152 series were happening to me since the beginning.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 05, 2014, 09:13:52 AM
Will the mods that are previously used in DBW work here?  Specifically I was wondering about the wide screen one (not sure what it is called).  Thank you.

Hello Bob

How was your dinner last night? With reference to mods that work in DBW  you need to remember that Modpack was for 4.10.1 and we are now using 4.12.2. Some mods may work as before but a lot won't until they are brought into line with the new code. Also remember that Monty27 et al have tested the included mods and so if you add anything else you may get unexpected consequences. There is plenty to be going on with with what we have here I would have thought. You don't need to use the EcranWide any more as 4.12.2 comes with widescreen support.

I heartily recommend having a play around with the VisualMod8 as there is a great deal of functionality that comes with it. Fantastic for take off and landing practice drills as you can switch from one plane to the other as you perfect your skills if you load up a whole flight in QMB.

Take care Bob

Euan
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 05, 2014, 09:47:13 AM
Installed #18, all is good, working perfectly, Thanks Simon and Chris.

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-04-05at17-17-51_zpsdef09657.jpg~original)
Title: Re: TFM-412 The Next Level
Post by: vegetarian on April 05, 2014, 09:58:45 AM
G'day Simon,

I am having a strange issue with the TFM412-01 MAPMODS pack.  I get the error message "section [MAP2D] not found in .../load.ini" when I go to load the following maps in FMB;
- all the Spain_Sur maps
- all the Spain NE maps
- all the Spain Centre maps
- all the Spain North maps (except the Summer map for some curious reason)
- the Northern Africa map
- the Benghalli map
- the Iwo Jima map
- the Marianas (Expanded) map
- and the Chaco map.

I also get the message "World.land().LoadingMap()error:java.lang.RuntimeException:Landscape 'SandsOfTime/load.ini' when I try to load the Sands Of Time map in FMB.

I am using a clean install of 4.07 patched to 4.12.2 using the Megapatch, ModAct 5.30 plus AI Aircraft, plus the SFS files added to the root folder. To try and troubleshoot these errors I have replaced the #SAS folder with your clean vanilla one, I have downloaded another copy of the MAPMODs pack and installed it, and I have downloaded and installed a clean set of the SFS files (previously I used ones from one of my other installations).

I couldn't find the relevant load.ini files for the maps in the MAPMODS pack as none of the affected maps are listed there (except Iwo?).

Anyway, I am confused, its late at night, and any help would be very much appreciated.

Cheers

Title: Re: TFM-412 The Next Level
Post by: flapper1 on April 05, 2014, 10:47:43 AM
#TFM412-09, 10 and 11 all jsgme into the main Il2 folder rather than the #SAS folder. Is this correct?
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 05, 2014, 10:48:39 AM
Jota, the prop is easy to fix..there is a patch available for Claymore´s Fockes in the thread of the engine mod, download this and you are set;
the pilots seem to be harder to fix...I tried with another set of pilots but then the Ta´s do not show up at all;
also, most of my Fockes do not work at all, I am still trying to find out why...
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 05, 2014, 10:58:11 AM
ok, found the culprit, it is the cowlings mod;
after creating a backup folder for the Fockes and remming it out, putting the 190 and 152 folders safely inside there, all the 190s work now again....
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 05, 2014, 11:18:57 AM
#TFM412-09, 10 and 11 all jsgme into the main Il2 folder rather than the #SAS folder. Is this correct?

Hi flapper

All the packs should be extracted into the jsgmemods folder which when activated then get put into the #SAS folder by the enabler.

Euan
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 05, 2014, 11:21:22 AM
Has anyone had any difficulty taking off from a carrier in the Single Missions for example? My plane spawns in fine and I can sit on deck with the other pilots starting their engines but when I do mine the game freezes after a few seconds of blue smoke.

Does anyone have any ideas?

Euan
Title: Re: TFM-412 The Next Level
Post by: chupag72 on April 05, 2014, 01:24:59 PM
Look PE-8,is also a problem with displaying the screws 3 and 4 in flight. The Assembly is normal , but the feeling that it was not tested. A lot of connections and errors
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 05:31:58 PM
ok, found the culprit, it is the cowlings mod;
after creating a backup folder for the Fockes and remming it out, putting the 190 and 152 folders safely inside there, all the 190s work now again....
Hi Phil - The 190s were left out of the TFM-412 cowling mod for this reason.  Anyone who is just using the TFM-412 packs will not have this problem.

I know you know what you are doing and we all appreciate your support on this thread.  Just wanted to be clear that this is not a TFM-412 issue.

Simon
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 05:41:55 PM
Look PE-8,is also a problem with displaying the screws 3 and 4 in flight. The Assembly is normal , but the feeling that it was not tested. A lot of connections and errors
You are currently a 'glass half empty' rather than 'glass half full' chupag72!

TFM-412 IS thoroughly tested and we all know by now that mesh errors are likely to reside in '!0000_PA_Jeronimo_cowling engine & props'.  So we can take a close look inside !0000_PA_Jeronimo_cowling engine & props/3do/plane on a plane by plane basis, or just REM out the entire folder.  No problem, just a bit of 410 to 412 modding 101.

By far the biggest job is to compile the set, sort out the categories and upload the packs.  At this stage I think it is better to involve this great group of talented flyers who can cover a lot more ground than I can on my own.  You are a smart man, and now you have 412 modded, so please put a smile on your face and lets iron out a few minor issues as we go.

This is a community project, and we all enjoy walking around it and kicking the tyres.  I'm not afraid to admit a mistake and work it through, but someone has to have have the balls to start this thing rolling in the first place.   ;)

EDIT:
Yep, there it was, took 20 seconds to confirm that theory.  However, we don't want to kill ALL of the cowling improvements, the vast majority are great.  As we move along we will catch them and fix them.  So here's the ongoing fix:

                 Some of the !0000_PA_Jeronimo_cowling engine & props are still not right with TFM-412.
                 This is no criticism of !0000_PA_Jeronimo_cowling engine & props, because TFM-412 includes all sorts of stuff working together.
                 These folders are best disabled (-) at present:

#SAS/!0000_PA_Jeronimo_cowling engine & props/3do/plane/

                Thunderbolt_MkII(Multi1) (to -Thunderbolt_MkII(Multi1))
                S-199 (to -S1-99)
                Pe-8 (to -Pe-8)
                Pe-8_M40F (to -Pe-8_M40F)

(https://www.mediafire.com/convkey/23ee/4td3ebq4zmumrks6g.jpg)

Title: Re: TFM-412 The Next Level
Post by: andqui on April 05, 2014, 06:15:58 PM
I posted this in the B-26 thread, but I'll also put it here in case it's a problem with this pack. I have no torpedoes with that aircraft, only four bomb loadouts.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 06:18:33 PM
I posted this in the B-26 thread, but I'll also put it here in case it's a problem with this pack. I have no torpedoes with that aircraft, only four bomb loadouts.
Link please?  ...and are you referring to an aircraft you have added to TFM-412?
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 06:20:34 PM
******************************

(https://www.mediafire.com/convkey/7de7/45ydk484euyyvss6g.jpg)

#TFM412-19_Map-Pack-3

Dutch New Guinea By SAS~Farang65
BTM Island Update By SAS~Bombsaway
Retex-Makin Atoll By SAS~Bombsaway
Retex-Chichi By SAS~Bombsaway
Retex-Coral Sea By SAS~Bombsaway
Retex-Truk By SAS~Bombsaway
MiSp_Pacific By Mixx & Spdr109 2013
Lost Islands By Agracier
Retex-Wake Island By DaveOD06
Retex-Western Carolines By DaveOD06
Marianas Expanded By DaveOD06
Monte Cassino By Zipzapp

#TFM412-19_Map-Pack-3
DOWNLOAD-         https://www.mediafire.com/?hdt485onp5zmaqb


SAS~Farang65, SAS~Bombsaway, Agracier, DaveOD06, Zipzapp, Mixx & Spdr109 - Master Map-Makers and Texture Artists bring you another TFM-412 Map Expansion.

******************************

(https://www.mediafire.com/convkey/7b4a/bdttwbh9vrbat626g.jpg)

#TFM412-20_Map-Pack-4
16 Maps Spain By RedEye_Jir
Djibouti mod By Agracier & Tom2
Serbia By Avala
Sidi Ifni mod By Agracier & Tom2
Svalbard By Lynx23
War Over Italy By Volperossa
Zimbotho by Caldrail
Desert Trees By Uufflakke

#TFM412-20_Map-Pack-4
DOWNLOAD-         https://www.mediafire.com/?zc2yulac1d19nan

Title: Re: TFM-412 The Next Level
Post by: andqui on April 05, 2014, 06:23:52 PM
I posted this in the B-26 thread, but I'll also put it here in case it's a problem with this pack. I have no torpedoes with that aircraft, only four bomb loadouts.
Link please?  ...and are you referring to an aircraft you have added to TFM-412?

Sorry, this happens with the B-26 straight out this pack with no modifications, and if I replace the B-26 folder in #SAS with the aircraft download. I get four bomb payloads, but no others.

My post for help in the B-26 thread was post #196 here:

http://www.sas1946.com/main/index.php?topic=17791.192

thanks
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 06:44:54 PM
I posted this in the B-26 thread, but I'll also put it here in case it's a problem with this pack. I have no torpedoes with that aircraft, only four bomb loadouts.
Link please?  ...and are you referring to an aircraft you have added to TFM-412?

Sorry, this happens with the B-26 straight out this pack with no modifications, and if I replace the B-26 folder in #SAS with the aircraft download. I get four bomb payloads, but no others.

My post for help in the B-26 thread was post #196 here:

http://www.sas1946.com/main/index.php?topic=17791.192

thanks

From the Readme:

Remark on loadouts:
early B-26s had 2 bombbays, one of them smaller. When the official requirement of 30x100lbs was dropped, the smaller bombbay was abandoned.
In those early models the load was distributed as follows:
Forward bay        aft. bay
20x100lbs            10x100lbs
10x250lbs              6x250lbs
10x260lbs frag             6x260lbsfrag
10x300lbs              6x300lbs
6x500lbs               2x500lbs
4x1000lbs
2x2000lbs
It is not clear whether the bigger bay was reaccomodated to fit a few extra bombs, or to say it differently, it is not clear if ONLY the 30x100lbs requirement was dropped or ALSO the 8x500 and 16x250 loads.
May it be as it were, we included here "early" loads (marked with "*") even though the slot is a later model (only 1 bay) to allow a little more campaign flexibility and because it is unknow to us if some of the loads (8x500 and 16x250) kept being carried with a different bomb accomodation after the deletion of the smaller bombbay.
Since information is always incomplete, we also included 2 more loadouts -non-attested- after the torpedos and supply boxes.

The switch position bug is corrected and FM revised by SAS~Jack (thank you very much Jack!

***********************************

This version doesn't add torps or reference them.  That must be another mod, a patch or something else.  I think its a maritime addon by SAS~Riken.  Let's go look...

***********************************

Title: Re: TFM-412 The Next Level
Post by: teisco on April 05, 2014, 06:49:52 PM
Wow, two more packs, thanks!!
Title: Re: TFM-412 The Next Level
Post by: andqui on April 05, 2014, 06:50:51 PM

Since information is always incomplete, we also included 2 more loadouts -non-attested- after the torpedos and supply boxes.


Yes, I read that. But unless I'm missing something, that suggests that the torpedoes are supposed to be there, right? That sentence from the read me says the torpedoes are included. As does the mission from the "Four Days in June" campaign from the DBW TFM campaigns thread, which has the B-26's at midway performing their torpedo attack on the Japanese fleet. The .mis file lists the torpedo as the desired loadout, but because it's not there, it defaults to default. I'm sorry if I'm misreading something, but the readme you linked says torpedoes are supposed to be there, as does this mission I'm trying to fly.

thanks
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 07:34:39 PM

Since information is always incomplete, we also included 2 more loadouts -non-attested- after the torpedos and supply boxes.


Yes, I read that. But unless I'm missing something, that suggests that the torpedoes are supposed to be there, right? That sentence from the read me says the torpedoes are included. As does the mission from the "Four Days in June" campaign from the DBW TFM campaigns thread, which has the B-26's at midway performing their torpedo attack on the Japanese fleet. The .mis file lists the torpedo as the desired loadout, but because it's not there, it defaults to default. I'm sorry if I'm misreading something, but the readme you linked says torpedoes are supposed to be there, as does this mission I'm trying to fly.

thanks

Yes, we are missing something and this is what:  The loadouts in this mod, AFAIK, are defined by the (410) classfiles.  We have an expanded loadout for this bird in 410 (New-TFM).  As yet in 412 we have the first part of the loadout, but the expanded loadout 410 classfiles do not work in 412.  We need some new ones.  When we have them we can slot them into TFM-412.

In time we can expect an update to the B-26 classfiles, but right now I can't find anything that will take it further than we have at present.  Let's all keep our eyes open though.

Title: Re: TFM-412 The Next Level
Post by: andqui on April 05, 2014, 07:35:46 PM
Ah ok, thanks for explaining it- I wanted to make sure I hadn't installed something wrong.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 07:40:49 PM
Ah ok, thanks for explaining it- I wanted to make sure I hadn't installed something wrong.
No you are OK as far as we can go.  We are going to run into this with 412 at this stage.  410 had years of development and a huge number of added mods. 

Stock 412 adds a heap of great new features and effects to take this flightsim into the 21st Century.  However, as far as mods go, it also presents a very bare cupboard by comparison.  We all appreciate these observations and are working hard to get that cupboard fully stocked again.  As long as we also realise that it is not a problem or a negative thing.  410 with New-TFM sets a very high standard to aim for.  ;D
Title: Re: TFM-412 The Next Level
Post by: andqui on April 05, 2014, 07:42:47 PM
Ah ok, thanks for explaining it- I wanted to make sure I hadn't installed something wrong.
No you are OK as far as we can go.  We are going to run into this with 412 at this stage.  410 had years of development and a huge number of added mods. 

Stock 412 adds a heap of great new features and effects to take this flightsim into the 21st Century.  However, as far as mods go, it also presents a very bare cupboard by comparison.  We all appreciate these observations and are working hard to get that cupboard fully stocked again.  As long as we also realise that it is not a problem or a negative thing.  410 with New-TFM sets a very high standard to aim for.  ;D

Absolutely, I understand. I've updated a few mods for 4.12 and now how difficult and time consuming it can be to go through things line by line and figure out what is happening and how to integrate it.
Title: Re: TFM-412 The Next Level
Post by: farang65 on April 05, 2014, 07:46:32 PM
For Vegitarian,

Getting those messages as you load a map usually are as follows;

Map 2d missing message is to do with a typo mistake in the load.ini or load.ini not corresponding to the actual map file name.

World Pos 0 message is usually to do with a missing texture.
Press Shift + Tab to see the texture file name at the bottom of the list.

I've been going through all the maps in my install seeing if they all load up easily.

Not having a go at Simon making a maps pack and testing them all is a pretty daunting task.

Kirby

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 07:50:47 PM
Ah ok, thanks for explaining it- I wanted to make sure I hadn't installed something wrong.
No you are OK as far as we can go.  We are going to run into this with 412 at this stage.  410 had years of development and a huge number of added mods. 

Stock 412 adds a heap of great new features and effects to take this flightsim into the 21st Century.  However, as far as mods go, it also presents a very bare cupboard by comparison.  We all appreciate these observations and are working hard to get that cupboard fully stocked again.  As long as we also realise that it is not a problem or a negative thing.  410 with New-TFM sets a very high standard to aim for.  ;D

Absolutely, I understand. I've updated a few mods for 4.12 and now how difficult and time consuming it can be to go through things line by line and figure out what is happening and how to integrate it.
I think the journey is well worth the effort though.  TFM-412 looks, sounds and performs so well now.  I still think we are doing better with everyone's help rather than keeping it back for another year or so...

@Kirby - All maps loading and saving as of Map Pack 4!  ;D
Title: Re: TFM-412 The Next Level
Post by: farang65 on April 05, 2014, 08:05:19 PM
And it's a huge one at that  ;D ( Map Pack 4 that is  ;D)
Downloading now

Thanks also muchly for map pack 3  ;)

Kirby
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 05, 2014, 08:11:13 PM
My post for help in the B-26 thread was post #196 here:

see my reply there and try.
http://www.sas1946.com/main/index.php?topic=17791.msg448735#msg448735 (http://www.sas1946.com/main/index.php?topic=17791.msg448735#msg448735)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 08:13:18 PM
My post for help in the B-26 thread was post #196 here:

see my reply there and try.
http://www.sas1946.com/main/index.php?topic=17791.msg448735#msg448735 (http://www.sas1946.com/main/index.php?topic=17791.msg448735#msg448735)
How Gerhard? What am I missing?

EDIT:
OK, I see a combo there, doing it now...

...good job and I haven't had breakfast yet!

Here is the Marauder Uppgrade, added as a JSGME option to TFM-412.

https://www.mediafire.com/?78i7qtxd2vaf7mg

#TFM412-21_MarauderUpgrade
andqui
El_Marta
SAS~Gerax
SAS~Monty27

(https://www.mediafire.com/convkey/0f2a/kviaibld9dbt5tc6g.jpg)
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 05, 2014, 09:12:25 PM
Although some people here do not like the way I try to help
(and yes, I tell a lot of nonsense sometimes :P) I couldn't resist.  ;)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 09:13:29 PM
Although some people here do not like the way I try to help
(and yes, I tell a lot of nonsense sometimes :P) I couldn't resist.  ;)
Don't you stop my friend!  We are a team, I wish more people could get that...
Title: Re: TFM-412 The Next Level
Post by: vegetarian on April 05, 2014, 10:58:52 PM
Kirby,

Thanks for the help on this problem. I remember there was a similar typo problem with the original Algeria_Tunisia_Sicily map (http://www.sas1946.com/main/index.php?topic=34475.0). Anyhow, I will download the two new map packs and see how I go - thanks for compiling them Simon.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 11:41:49 PM
Kirby,

Thanks for the help on this problem. I remember there was a similar typo problem with the original Algeria_Tunisia_Sicily map (http://www.sas1946.com/main/index.php?topic=34475.0). Anyhow, I will download the two new map packs and see how I go - thanks for compiling them Simon.
The most common issues with new modmaps, especially going from 410 to 412 conversions, are missing objects and textures.  Some of these are difficult to find in 2014 as the original links are often missing and some maps are dependant on objects or textures from other sets.

By TFM-412 Map Pack 4 all issues are solved.  All of the included maps load and mission save properly and well over 100 have been added to the Stock 412 by then.

 
Title: Re: TFM-412 The Next Level
Post by: farang65 on April 05, 2014, 11:50:53 PM
Hi Simon

From the initial instructions with the addition of the SAS modAct A1 flyables pack which I did last.

Just presuming from the additional JSGME SAS add on mods ( including Car masters HD mod)

Would installing these additional add ons be ok after completing the recent new map packs?

i think some of Agraciers recent island maps are in HD and I think Rabaul was in HD initially.

Cheers

Kirby



Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 05, 2014, 11:59:35 PM
Hi Simon

From the initial instructions with the addition of the SAS modAct A1 flyables pack which I did last.

Just presuming from the additional JSGME SAS add on mods ( including Car masters HD mod)

Would installing these additional add ons be ok after completing the recent new map packs?

i think some of Agraciers recent island maps are in HD and I think Rabaul was in HD initially.

Cheers

Kirby
Hey Kirby

Yep, that's fine, because those addons don't alter the all.ini, just the MAPs texture content.  Anything in JSGME (or similar) - plug IN/OUT format is safe to try anyway.  This is the most important principle - Nothing irreversible goes in there!  We can roll it back to any previous stage anytime.

Simon
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 06, 2014, 12:09:57 AM
Just a quick word to say thanks for your patience, Monty. All 18 packs installed and working, plus I have PAL's visual Mod8 up and running too.

Bergkamp
YES! Great stuff mate, that's the whole point! - Check out the two new map-packs and Marauder Upgrade since then and you are Fully Montied!  8) 8) 8) 8) 8)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 06, 2014, 12:19:45 AM
Simon:

Sorry, I guess I wasn't clear enough. I also have a modded up version of SAS-MA5.30.

In my regular SAS-MA5.30 do I Rem out the files DA920CD60E028A40   EEBBE344D2C2A05A   106BE08E745DD716 in !SAS_Engine_Mod as well?

It keeps being repeated but, I don't think we all can say "Thanks" enough considering the amount of time you're putting in for everyone's enjoyment.

Thanks and keep up all the great work.

Bob
In that case Bob, yes I recommend you REM (-) those classfiles, on the evidence we have so far, whatever install they are in.  No need to thank me for a little tweaking when we all get to enjoy the wonderful ships you make.  Adding ships can be a bit fiddly too; which makes this modular method very suitable for complex addons.  At this stage I'm working on some missions and also looking forward to further extending the TFM-412 Fleet.

Simon

Title: Re: TFM-412 The Next Level
Post by: farang65 on April 06, 2014, 12:41:12 AM
For Simon,

A massively huge congratulations to you for developing this incredibly
super 4.12.2 Mods Pack.  :D

You have included a number of aircraft that I really never took the time to download as there were just too many additional mods to get for the aircraft.  :D

The latest map packs are a huge compliment for The Next Level and I am sure a very long and intense undertaking collecting, testing and retesting.

For you Simon a huge mega thank you and to any others who have worked on this very cool 4.12.2 mod pack.  :D

I am now a 4.12.2'er, I have taken out all 4.10 versions of the sim on my computers.  :( ;D

A fully converted 4.12.2' er  ;) :D :)

Cheers

Kirby
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 06, 2014, 01:34:46 AM
Barring a few (still single figures) very minor hitches, mostly to do with uploading all this stuff and 410/412 issues we didn't even know about, it is a very nice set to play and does the job.

My thanks to the posters on this thread, all dedicated tyre kickers, who have really helped to highlight any gremlins and hunt them down. - don't stop.

The next pack will be a US Navy upgrade: Looking at the Grumman Duck, Midway, the Korean era and ships...

The new campaigns and campaign conversions are also being finished off, and we need more QMBs.  I love Sundays off!  8) 8) 8) 8) 8)
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 06, 2014, 04:12:19 AM
Thanks a lot Simon for the new packs!
concerning the 190s, of course the problem has nothing to do with TFM 4.12; as in 90% of all troubles with an install, its the guy in front of the monitor who made the mistake here :)
190s now checked and all are working as they should :)

btw, the PE-8 and the TB-7 do look right on my install without disabling the corresponding folders in the cowlings mod...
Title: Re: TFM-412 The Next Level
Post by: ls on April 06, 2014, 04:17:46 AM
Hello Monty,
when will be there in TFM rest of Polish planes, please ;-))))
(PZL-37, PZL-23, RWD-8).

Thank You again for your work....

P.S. If I have understood correctly, all previous problems with stability and CTDs were a result of incompatibility of TIGER33's Sounds to 4.12 version, is it right?
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 06, 2014, 05:01:31 AM
Just a quick word to say thanks for your patience, Monty. All 18 packs installed and working, plus I have PAL's visual Mod8 up and running too.

Bergkamp
YES! Great stuff mate, that's the whole point! - Check out the two new map-packs and Marauder Upgrade since then and you are Fully Montied!  8) 8) 8) 8) 8)

Evening Monty,

Having probs with downloading from Mediafire at the moment. Reporting 5 hours to d/l pack #20 and I have fibre broadband!

Anyway, in the meantime, cleaning up the fixes. I have rem'd out the Ta's from Jeros cowlings (see JotaC's post 199 on page17). Can you confirm this is another mesh problem with Jero's cowlings and not an install error?

Thanks, Bergkamp
 
Title: Re: TFM-412 The Next Level
Post by: teisco on April 06, 2014, 07:49:10 AM
Just a quick word to say thanks for your patience, Monty. All 18 packs installed and working, plus I have PAL's visual Mod8 up and running too.

Bergkamp

I wish I knew how you got the visual mod8 working. I have tried it in DBW and Modact and both times it will not even let the main screen load without crashing. I hope they add it to this great set of packages so I can see what it is all about.
Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 06, 2014, 07:49:49 AM
SAS~Monty27,
The L59G No Sound
I did the same what it says in the original post, in item 4
(http://www.sas1946.com/main/index.php/topic,29002.0.html)

I downloaded and installed the folder "sounds L39" and put in the mod folder # SAS
Now L59G is with sounds
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 06, 2014, 08:38:19 AM
Will the mods that are previously used in DBW work here?  Specifically I was wondering about the wide screen one (not sure what it is called).  Thank you.

Hello Bob

How was your dinner last night? With reference to mods that work in DBW  you need to remember that Modpack was for 4.10.1 and we are now using 4.12.2. Some mods may work as before but a lot won't until they are brought into line with the new code. Also remember that Monty27 et al have tested the included mods and so if you add anything else you may get unexpected consequences. There is plenty to be going on with with what we have here I would have thought. You don't need to use the EcranWide any more as 4.12.2 comes with widescreen support.

I heartily recommend having a play around with the VisualMod8 as there is a great deal of functionality that comes with it. Fantastic for take off and landing practice drills as you can switch from one plane to the other as you perfect your skills if you load up a whole flight in QMB.

Take care Bob

Euan

Dinner was good, but my son is pretty cheap so it definitely wasn't anything extravagant (but in a little town in s. Texas, the choices aren't great either).  Will you answer another question for me?  I got everything working, started installing the mods one at a time, in sequence.  But when I did #11, when I tried to run the game, it crashed to my desktop at about 20% or so and even reset my screen resolution.  I disabled the mod through JSGME and the game would then work, although I did need to reset my screen resolution.  Re-downloaded the mod, reinstalled it (enabled it), same result.  Is there something I am missing?  I was thinking of going ahead and enabling #12 to see if that might fix it.  Is there a problem doing so?  Do you think it might help?  Apparently something is amiss with #11 but for the life of me I can't see that it was any different than the rest, as far as downloaded and enabling.  I'm doing them all the same way.  Thank you for any insight, and for your help and patience.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 06, 2014, 09:17:52 AM
I wish I knew how you got the visual mod8 working.
I have tried it in DBW and Modact
when you visit the mods thread you will see that it has an 412 icon only.
So no DBW. and wich modact do you mean?
In 4.12 Modact 5.30 it works without problems.
http://www.sas1946.com/main/index.php/topic,37311.0.html (http://www.sas1946.com/main/index.php/topic,37311.0.html)
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 06, 2014, 09:51:33 AM
I wish I knew how you got the visual mod8 working.
I have tried it in DBW and Modact
when you visit the mods thread you will see that it has an 412 icon only.
So no DBW. and wich modact do you mean?
In 4.12 Modact 5.30 it works without problems.
http://www.sas1946.com/main/index.php/topic,37311.0.html (http://www.sas1946.com/main/index.php/topic,37311.0.html)

Yep. That's how I did it. I have a previous install of v4.12.2 with modact 5.30 ONLY, so I could test individual mods and it worked fine. If you have enough HD space, install a vanilla v4.12.2 with modact 5.30 and try out the visual mod on it's own and see if you get CTD.

The only other thing, I did not activate this mod through JSGME but dropped it straight into #SAS folder.

Bergkamp
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 06, 2014, 10:26:35 AM
I added the visual mod straight into my TFM_412 partition and added the lines in the conf.ini as suggested, works like a charme - and all I can say is WOW :)
ModAct 5.30 over 4.12.2 and newTFM_412...
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 06, 2014, 11:23:20 AM
The VisualMod8 works as a JSGME option too, just like all the others. Really adds a lot of functionality to the sim, I love the followcam view which works with TrackIR too.
Title: Re: TFM-412 The Next Level
Post by: Korrigan on April 06, 2014, 12:26:44 PM
Hi Monty,
Sorry, I'm very late but I've finally managed to install your TFM, it took me ages to download it with my crappy internet connection but it was worth it ! It's simply amazing, thank you very much for this huge and easy to use pack. A little fix for the S-199, instead of disabling it in Jero's mod, you can comment the 4 last lines in the hier.him like this:
Code: [Select]
//[DummyCF]
//Mesh DummyCF
//Parent _ROOT_
//Attaching -1 0 0 0 -1 0 0 0 1 0 0 0
(http://i650.photobucket.com/albums/uu224/phbrajon/good2.gif)
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 06, 2014, 01:28:57 PM
Just checked out TFM#20, all is working Great, Thanks Guy's!

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-04-06at19-23-50_zpsbd5d5f71.jpg~original)
Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 06, 2014, 02:19:23 PM
Uau!!
Very good, Bravo!
 8) 8)
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 06, 2014, 02:22:32 PM
Thanks Cad!  8)
Title: Re: TFM-412 The Next Level
Post by: HotelAlpha on April 06, 2014, 03:17:45 PM
Cool shot of the Emil Guy  :D
Title: Re: TFM-412 The Next Level
Post by: emken67 on April 06, 2014, 03:28:01 PM
I have got something wrong, can someone maybe help?  Did the install as suggested, game loads, but doesn't load the maps.  If I try to launch a QMB it tells me "Mission loading failed.  Landscape (whatever map chosen)/load.ini loading error"  I'm pretty sure there is a fairly simple resolution to this, but it escapes me at the moment. 
Title: Crash at 20% with TFM 412-11
Post by: POUSSIN1 on April 06, 2014, 03:47:47 PM
Hello Simon !

First of all, thanks for another wonderful job ! Another wonderful upgrade !

I've got a little trouble : Everything goes on fine until I enable through JSGME the TFM412-#11. After that, I've got a crash at 20%.

I've made a clean install of 4.12.2 with a clean Vanilla SAS folder...I have noticed that QMB is not working either. Whenever I tried to select it from the control panel, game instantly freeze.

Well, 2 troubles in fact ! Many thanks for your help and your advices.

Another time, a big thanks for your very hard work !

Cheers,

Poussin
Title: Re: TFM-412 The Next Level
Post by: Darth_Dooboss on April 06, 2014, 03:52:44 PM
Hi all
I have followed the instructions for the TFM packs.
First install a clean 4.12.2 and followed by SAS Modact 5.30
Second install and tested one by one from TFM01 to TFM11, all OK
But when I install the TFM12 the game only show the SASModact preselector and exit. Dont show even the loading screen or generates a log file.

Somebody knows what its happenned?
Please help me, its the second time that reach this outcome
Thanks in advance

Why not a TFM megapack in only one file in order to minimize errors?
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 06, 2014, 04:30:58 PM
Hi Monty,
Sorry, I'm very late but I've finally managed to install your TFM, it took me ages to download it with my crappy internet connection but it was worth it ! It's simply amazing, thank you very much for this huge and easy to use pack. A little fix for the S-199, instead of disabling it in Jero's mod, you can comment the 4 last lines in the hier.him like this:
Code: [Select]
//[DummyCF]
//Mesh DummyCF
//Parent _ROOT_
//Attaching -1 0 0 0 -1 0 0 0 1 0 0 0
(http://i650.photobucket.com/albums/uu224/phbrajon/good2.gif)

Thanks Korrigan, lovely fix, will post this up front!  ;D
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 06, 2014, 04:32:04 PM
Just checked out TFM#20, all is working Great, Thanks Guy's!

http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-04-06at19-23-50_zpsbd5d5f71.jpg~original
Thanks Bravo, your vote of confidence always means a lot here.  ;D
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 06, 2014, 05:35:38 PM
Hello Simon !

First of all, thanks for another wonderful job ! Another wonderful upgrade !

I've got a little trouble : Everything goes on fine until I enable through JSGME the TFM412-#11. After that, I've got a crash at 20%.

I've made a clean install of 4.12.2 with a clean Vanilla SAS folder...I have noticed that QMB is not working either. Whenever I tried to select it from the control panel, game instantly freeze.

Well, 2 troubles in fact ! Many thanks for your help and your advices.

Another time, a big thanks for your very hard work !

Cheers,

Poussin

Amen brother.  Same trouble here.  In fact, it not only kicks me out it screws up my screen resolution.  I tried disabling #11, re-downloading and the enabling again, and same result.  I even tried enabling #12 to see if maybe something would get overwritten that is screwing me up, but doing that I didn't even get the 20% loading.  Just nothing.  I am anxiously awaiting the answer you get. 
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 06, 2014, 05:39:16 PM
Simon

The improved sounds with the HFSX files is definitely a positive. Still haven't got to grips with the freezing that I get when I start an aircraft on a carrier deck. Could you fire up a single mission and let me know how it goes for you?

Looking forward to campaigns and missions but there is plenty of bumps and goes with a variety of aircraft to keep me busy. I am really stoked with the VisualMod8 by PAL. There is an awful lot of  mileage in this one Simon. I expect it might give a boost to the DBW2 Project and bring it on the sooner. Imagine all these packs in .sfs format. So much room for expansion.

Euan
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 06, 2014, 05:43:56 PM
Hello Simon !

First of all, thanks for another wonderful job ! Another wonderful upgrade !

I've got a little trouble : Everything goes on fine until I enable through JSGME the TFM412-#11. After that, I've got a crash at 20%.

I've made a clean install of 4.12.2 with a clean Vanilla SAS folder...I have noticed that QMB is not working either. Whenever I tried to select it from the control panel, game instantly freeze.

Well, 2 troubles in fact ! Many thanks for your help and your advices.

Another time, a big thanks for your very hard work !

Cheers,

Poussin

Amen brother.  Same trouble here.  In fact, it not only kicks me out it screws up my screen resolution.  I tried disabling #11, re-downloading and the enabling again, and same result.  I even tried enabling #12 to see if maybe something would get overwritten that is screwing me up, but doing that I didn't even get the 20% loading.  Just nothing.  I am anxiously awaiting the answer you get.


This could be down to you loading QMBPRO which just doesn't work with 4.12.2 yet. That will get sorted soon I am sure. So make sure that you don't have that JSGME option activated. If you still get problems, you need to go to your root folder and check that you have all the requisites. The 20 packs do all load fine on a clean install when done by the numbers. Can be a pain in the Arras I know!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 06, 2014, 07:29:07 PM
Hi Euan

The Carrier training missions work fine for me from single missions.  I'm working on campaigns ATM and a set of Single Mission Demos.

Simon
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 06, 2014, 07:53:12 PM
Thanks for that Simon, I had a little play around and now it works fine for me. Not really sure what I did but the carrier take offs  are fine and that is good because I love naval aviation. Just a shame that some of the old campaigns like Enterprise won't work in 4.12.2.
Title: Re: TFM-412 The Next Level
Post by: zionid on April 06, 2014, 09:14:33 PM
Halfway through installing and playtesting and loving what I see so far! It does indeed feel like a new sim over here- and I have been flying TNFM for some time npw. Great job!

One thing I wonder; some of my old scripted campaigns will not show their briefing txt anymore (DGEN work fine), but the missions themselves work fine. The briefing texts are present i their relevant .ru files i the mission folder. They just don't show..:/¨

EDIT: It only goes for some campaings I see know, so I have noe idea what is the culprit here...
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 07, 2014, 02:53:13 AM
The briefing texts are present i their relevant .ru files i the mission folder. They just don't show..:/¨

give them the correct name:
instead missionname_ru.mis rename them to missionname_XX.mis
and the same for the properties files. XX is what your games language is:
Could be en (english), de (german) fi (finish) fr (france) etc. Try it.  ;)

Storebro explains it more detailed here:
http://www.sas1946.com/main/index.php?topic=36163.msg397361#msg397361
and here:
http://www.sas1946.com/main/index.php?topic=35348.msg385127#msg385127
Title: Re: TFM-412 The Next Level
Post by: zionid on April 07, 2014, 03:06:35 AM
Fantastic! Thanks!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 07, 2014, 03:33:16 AM
Thanks for that Simon, I had a little play around and now it works fine for me. Not really sure what I did but the carrier take offs  are fine and that is good because I love naval aviation. Just a shame that some of the old campaigns like Enterprise won't work in 4.12.2.
No but my Midway set will be the first out this week.  Mainly because it is easier to convert the previously written set.  Screaming Eagles will follow it.  8)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 07, 2014, 03:42:15 AM
Fantastic! Thanks!
Hi Zionind

With regard to missions and campaigns, both FMB and QMB: -We do in fact have a new sim here.  Even without TFM-412, the jump from 410 to 412 will change aircraft lists, objects, textures, effects, vehicles and ships.  Even though TFM-412 adds a great deal to Stock 412 some objects are, necessarily, named differently.  We deliberately left Stock code in place so as not to break Stock 412 DGen and QMB.  However, anything else is unlikely to work on this platform if it was written in another! 

A lot of people are missing this, seeming to think that old QMBs will be fine on a new platform, they won't be.  Search for new 412 QMBs, go get 'em and try the new stuff.  Old QMBs will not work in 412.  The few Stock 412 QMBs that were available before, in 412, will work, but not 410.

Neither can old campaigns and missions take full advantage of the TFM-412 features, because they were not around then.  What we need are fresh campaigns and mission sets, both 412 conversions of the classics and all new collections too.  Don't look back... 8)


Simon(SAS~Monty27)

Title: Re: TFM-412 The Next Level
Post by: zionid on April 07, 2014, 07:17:10 AM
Indeed Monty. And knowing you I have a feeling that campaigns utilizing these new features will appear sometime;) Until then, I'll have to pound the classics;) Great, great stuff though.

Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 07, 2014, 07:55:43 AM
A wish: please add Cyberolas RRR maps,
also Redkos Palau isn't the newest version.  ;)
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 07, 2014, 07:57:38 AM
A lot of people are missing this, seeming to think that old QMBs will be fine on a new platform, they won't be.

Sometimes it helps to load a old QMB mission in FMB and save it.
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 07, 2014, 09:43:37 AM
Quote
People who want to use these sounds with TFM-412 need the files; fb_hfxsounds01.sfs and fb_hfxsounds.sfs from the HSFX set.

Hi Monty,

Never used HSFX. Any chance of uploading these?

Thanks, Bergkamp
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 07, 2014, 12:34:35 PM
Quote
People who want to use these sounds with TFM-412 need the files; fb_hfxsounds01.sfs and fb_hfxsounds.sfs from the HSFX set.

Hi Monty,

Never used HSFX. Any chance of uploading these?

Thanks, Bergkamp

Got them in my HSFX install.

http://www.mediafire.com/download/qv7dqbvo06qvd4g/fb_hfxsounds01.sfs

http://www.mediafire.com/download/kzn6qglyz5zc2mr/fb_hfxsounds.sfs

How can i try them?
Title: Re: TFM-412 The Next Level
Post by: zionid on April 07, 2014, 12:44:20 PM
I put the HSFX sounds in the SFS auto folder and can't notice any difference. (The sound WAS modded from before though.) Is there need to rename any files or anything? Or have the HSFX files already been added?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 07, 2014, 01:36:33 PM
The HSFX sounds are really good, much better than stock and a lot louder too which is a real improvement. The ideal would be to have Tigger33's working in 4.12.2 and I am confident that that will not be long in coming. Yes, they go into the SAS_Auto folder.
Title: Re: TFM-412 The Next Level
Post by: Hubberranz on April 07, 2014, 02:30:46 PM
(https://www.mediafire.com/convkey/11d5/1u0r1sxk15og3ny6g.jpg) (https://www.mediafire.com/view/?1u0r1sxk15og3ny)
412_Demo_Missions   ->   AITaxiing.mis  -> on cam: 6 x I-16 type5 spawning by pairs, explode immediately.
Cause is: @sfs MOUNT up_objects02.sfs
Solution restore 412.2m Maskingnet over UP one: http://www.mediafire.com/download/yo8l0ya5rapwsae/Maskingnet4122m.7z

(https://www.mediafire.com/convkey/d24d/qywxw24zpwhphv36g.jpg) (https://www.mediafire.com/view/?qywxw24zpwhphv3)
Thanks for keeping both Jcat and older model21; was so happy I landed on a US carrier.

I experienced another smaller issue; don't know if it was reported yet: http://www.sas1946.com/main/index.php?topic=40022.msg447376#msg447376
Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 07, 2014, 03:17:07 PM
Congratulations to Monty, Bravo and others involved in building this Mod
The TFM 412 is extraordinary, I am very happy for that.
TFM 412 installed and it is working perfectly.
So far I've found no error.
Would like to write how to do this installation in Portuguese for the Brazilian community here in the SAS.  ;D
thank you very much!  ;D


Title: Re: TFM-412 The Next Level
Post by: CorsairX on April 07, 2014, 05:17:09 PM
Hello, thank you for the TFM! All is working good after disabling Tiger's sound. And now eagerly waiting for missions and campaigns.

One noob question: Is it ok to remove the folders inside JSGMEMODS once the packages have been activated by JSGME.EXE?
Just to save some disk space.
Title: Re: TFM-412 The Next Level
Post by: nzmigman on April 07, 2014, 05:44:23 PM
Okay

Disable (-) these classfiles inside IL-2...
      \#SAS\!SAS_Engine_Mod  DA920CD60E028A40   EEBBE344D2C2A05A   106BE08E745DD716
                These have been found responsible for odd AI behaviour, from the DBW2 development team.

In my install disabling these class files caused a program crash when taking off from a carrier in all missions.
Re-enabling them fixed the problem

someone else might like to test this and see if its only my install....

Title: Re: TFM-412 The Next Level
Post by: farang65 on April 07, 2014, 06:30:33 PM
For JotaC,
Thanks for uploading the HSFX sound sfs files.

I too am not much of a HSFX fan and was hoping I wouldn't have to download the whole kit and cabboodle.

Thanks again  :D

Kirby
Title: Re: TFM-412 The Next Level
Post by: flugkapitan on April 07, 2014, 07:52:44 PM
I have a question regarding PAL's VISUAL MOD 8 V4:12.2m.

I installed it and it works fine, except when I go to external view (F2) and move the mouse, the external cam goes crazy and I'll lose sight of my aircraft in a second or two. Anyone know of any settings to change to make the external view behave like it does without the mod? I've been digging around on Pablo's threads but am not coming up with anything.

Thanks,
Scott
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 07, 2014, 08:34:24 PM
The external view works brilliantly with TrackIR and there is a setting to enable this functionality. If you don't use TrackIR then perhaps you need to calibrate the mouse pointer to move less erratically but when you get it right this is truly excellent. You can move the camera all the way around the flying aircraft and get all kinds of angles. The old F2 is replaced by a much more interesting Followcam view. Taking off line abreast you will be able to really direct a nice movie clip!

Monty's up and coming BoB with the Spitfire/Hurricane scramble routine is going to excel with this roving camera function that we now have thanks to PAL.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 07, 2014, 08:44:05 PM
Hello, thank you for the TFM! All is working good after disabling Tiger's sound. And now eagerly waiting for missions and campaigns.

One noob question: Is it ok to remove the folders inside JSGMEMODS once the packages have been activated by JSGME.EXE?
Just to save some disk space.


To be honest I would advise against it. There is still a lot of things to be ironed out and every now and then I find myself needing to deactivate a JSGME pack for some editing reason or whatever. If you delete everything in the JSGMEMODS folder then you won't be able to roll back,do what you need, and then return to normal. This is a work in progress not the finished article.

I know it does take up space but the system is pretty bombproof if you keep it as intended.
Title: Re: TFM-412 The Next Level
Post by: CorsairX on April 07, 2014, 09:00:25 PM
Thank you MadDog, I understand now
Title: Re: TFM-412 The Next Level
Post by: teisco on April 07, 2014, 09:59:49 PM
I really need some help on this problem. I cannot get the Pal visual mod to work and hope that it will be included in an update to TFM 412.

It is strange that there are several post here stating that it is working for them but when I try it in DBW or TFM 412 I get an instant crash before the main menu screen loads.

I have all TFLM 412 sets installed on a clean 412.2 and everything works, now I really want to get this mod to work with it like it does for others.

Thanks,
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 08, 2014, 01:11:38 AM
I really need some help on this problem. I cannot get the Pal visual mod to work and hope that it will be included in an update to TFM 412.

It is strange that there are several post here stating that it is working for them but when I try it in DBW or TFM 412 I get an instant crash before the main menu screen loads.

I have all TFLM 412 sets installed on a clean 412.2 and everything works, now I really want to get this mod to work with it like it does for others.

Thanks,
@teisco - Have you added the required conf.ini entries?  Even then you need to be able to set, in conf.ini, the required 3D setting for the mod.  There are 4 choices/switches, so a bit of experimenting is needed.  Other than that, go through the Pal visual mod thread again, some odd thing will click into place...

@MadDog - Nice expression Euan and good advice I reckon.  8)
Title: Re: TFM-412 The Next Level
Post by: Avid Sim Player on April 08, 2014, 05:16:11 AM
I don't see the new maps in the quick mission interface after having activated the 412 PAL Mision Combo Pro. Am I missing anything ?
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 08, 2014, 05:28:41 AM
yes, you are missing QMB mission sets for the maps;
besides this, the MissionPro is not fully compatible with 4.12.2 yet IIRC, so might be a good idea to stay with the default QMB and acquire some basic FMB skills for having fun with flying over the new maps :)
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 08, 2014, 05:58:46 AM
As far as ive tested we can use old QMB missions so we can fly in their maps (if installed in TFM), but not all the sub-missions will work. For example you can play armor attack in Smolensk, but airbase strike will not load, or scramble will not spawn planes etc.

At least im able to play some missions in maps like Reno or Grand Canyon, still not included officialy here, with QMBPro i have to say. But as Monty and others stated, thats still behind the development of TFM/4.12.2
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 08, 2014, 06:50:24 AM
Has anyone had any difficulty taking off from a carrier in the Single Missions for example? My plane spawns in fine and I can sit on deck with the other pilots starting their engines but when I do mine the game freezes after a few seconds of blue smoke.

Does anyone have any ideas?

Euan

Having problems with this, too. (Euan, I see in a later post you managed to sort it out).

Set up 2 FMB missions and tried one carrier take off mission in singles. In each case, mission loaded then fb.exe stopped working after a few seconds. Here are the logs:

Single carrier take-off1:

Code: [Select]
*** Loading: [fpWaterLFogDM]
[11:54:07 AM] *** Loading: [fpIceWater] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[11:54:07 AM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[11:54:07 AM] Load bridges
[11:54:07 AM] Load static objects
[11:54:08 AM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[11:54:08 AM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[11:54:09 AM] FM called 'FlightModels/F4F-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:09 AM] FM called 'FlightModels/PrattWhitney_R-1830_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:09 AM] Motor resolveFromFile starter = 0
[11:54:09 AM] Motor resolveFromFile starter = 0
[11:54:09 AM] FM called 'FlightModels/F4F-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] FM called 'FlightModels/F4F-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] FM called 'FlightModels/PrattWhitney_R-1830_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] Motor resolveFromFile starter = 0
[11:54:10 AM] Motor resolveFromFile starter = 0
[11:54:10 AM] FM called 'FlightModels/F4F-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] FM called 'FlightModels/SBD-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] FM called 'FlightModels/Wright_Cyclone1820_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] Motor resolveFromFile starter = 0
[11:54:10 AM] Motor resolveFromFile starter = 0
[11:54:10 AM] FM called 'FlightModels/SBD-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] FM called 'FlightModels/SBD-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] FM called 'FlightModels/Wright_Cyclone1820_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:10 AM] Motor resolveFromFile starter = 0
[11:54:10 AM] Motor resolveFromFile starter = 0
[11:54:10 AM] FM called 'FlightModels/SBD-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:12 AM] FM called 'FlightModels/F4U-1D.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[11:54:12 AM] 1>mp_dotrange FRIENDLY DOT 6.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 6.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[11:54:12 AM] 1>mp_dotrange FOE DOT 12.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[11:54:12 AM] Mission: single/un/F4F-3/S01.mis is Playing
[11:54:12 AM] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[11:54:12 AM]
[11:54:13 AM] warning: no files : music/takeoff
[11:54:39 AM] java.lang.NoSuchMethodError
[11:54:39 AM] at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:3598)
[11:54:39 AM] at com.maddox.il2.ai.air.Pilot.update(Pilot.java:196)
[11:54:39 AM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1071)
[11:54:39 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[11:54:39 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[11:54:39 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[11:54:39 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[11:54:39 AM] at com.maddox.rts.Message._send(Message.java:1217)
[11:54:39 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:54:39 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[11:54:39 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:54:39 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[11:54:39 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:54:39 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:54:39 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[11:54:39 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

FMB misiion: Map- CY6 Korea Summer-2 Panthers:

Code: [Select]
s=PaintSchemes/Skins/F9F2_Panther/Vf51_5kill.bmp height=1024 width=1024 bpp=8
[12:00:45 PM] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F9F2_Panther/zargos-Nix-vf51-S2.bmp height=1024 width=1024 bpp=8
[12:01:27 PM] Loading mission Single/test.mis...
[12:01:27 PM] Month = 8 , Hour = 16
[12:01:27 PM] Temperature -     0m = 11.0 .
[12:01:27 PM] Temperature -  1000m = 4.51001 .
[12:01:27 PM] Temperature -  2000m = -1.980011 .
[12:01:27 PM] Temperature -  3000m = -8.470001 .
[12:01:27 PM] Temperature -  4000m = -14.959991 .
[12:01:27 PM] Temperature -  5000m = -21.449997 .
[12:01:27 PM] Temperature -  6000m = -27.940002 .
[12:01:27 PM] Temperature -  7000m = -34.429993 .
[12:01:27 PM] Temperature -  8000m = -40.92 .
[12:01:28 PM] Temperature -  9000m = -47.410004 .
[12:01:28 PM] Temperature - 10000m = -53.899994 .
[12:01:28 PM] Temperature - 11000m = -56.5 .
[12:01:28 PM] Temperature - 12000m = -56.5 .
[12:01:28 PM] Loading map.ini defined airfields:
[12:01:28 PM] WARNING: ObjectVACache_Clear()
[12:01:28 PM] WARNING: * Buf0 : Obj: 25,  Vert 1922,  Ind 8478
[12:01:28 PM] WARNING: * Buf1 : Obj: 855,  Vert 44581,  Ind 82836
[12:01:28 PM] WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
[12:01:28 PM] Load bridges
[12:01:28 PM] Load static objects
[12:01:33 PM] FM called 'FlightModels/F9F2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:01:33 PM] FM called 'FlightModels/PWJ42.emd' is being loaded from Alternative File: 'gui/game/buttons'
[12:01:33 PM] Flight Model File FlightModels/F9F2.fmd contains no Mach Drag Parameters.
[12:01:33 PM] FM called 'FlightModels/F9F2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:01:34 PM] FM called 'FlightModels/F9F2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:01:34 PM] FM called 'FlightModels/PWJ42.emd' is being loaded from Alternative File: 'gui/game/buttons'
[12:01:34 PM] Flight Model File FlightModels/F9F2.fmd contains no Mach Drag Parameters.
[12:01:34 PM] FM called 'FlightModels/F9F2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:01:35 PM] 1>mp_dotrange FRIENDLY DOT 6.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 6.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[12:01:35 PM] 1>mp_dotrange FOE DOT 12.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[12:01:35 PM] Mission: Single/test.mis is Playing
[12:01:35 PM] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[12:01:35 PM]
[12:01:36 PM] warning: no files : music/takeoff
[12:01:45 PM] WARNING: Clear VBuf 119009
[12:01:45 PM] WARNING: Clear IBuf 327426
[12:01:55 PM] WARNING: Clear VBuf 119009
[12:01:55 PM] WARNING: Clear IBuf 327426
[12:02:00 PM] java.lang.NoSuchMethodError
[12:02:00 PM] at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:3598)
[12:02:00 PM] at com.maddox.il2.ai.air.Pilot.update(Pilot.java:196)
[12:02:00 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1071)
[12:02:00 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[12:02:00 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[12:02:00 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[12:02:00 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[12:02:00 PM] at com.maddox.rts.Message._send(Message.java:1217)
[12:02:00 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[12:02:00 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[12:02:00 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[12:02:00 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[12:02:00 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[12:02:00 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[12:02:00 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[12:02:00 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

FMB2 Map Okinawa 2 F4U:

Code: [Select]
[fpWaterMiddleDM8800] -> NV5X Optimized!
[12:05:03 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[12:05:03 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[12:05:03 PM] *** Loading: [fpWaterLFogDM]
[12:05:03 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[12:05:03 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[12:05:03 PM] Load bridges
[12:05:03 PM] Load static objects
[12:05:03 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[12:05:04 PM] ##### House without collision (3do/Tree/Tree2.sim)
[12:05:18 PM] Loading mission Single/test2.mis...
[12:05:18 PM] Month = 6 , Hour = 12
[12:05:18 PM] Temperature -     0m = 23.0 .
[12:05:18 PM] Temperature -  1000m = 16.51001 .
[12:05:18 PM] Temperature -  2000m = 10.019989 .
[12:05:18 PM] Temperature -  3000m = 3.5299988 .
[12:05:18 PM] Temperature -  4000m = -2.9599915 .
[12:05:18 PM] Temperature -  5000m = -9.450012 .
[12:05:18 PM] Temperature -  6000m = -15.940002 .
[12:05:18 PM] Temperature -  7000m = -22.429993 .
[12:05:18 PM] Temperature -  8000m = -28.919998 .
[12:05:18 PM] Temperature -  9000m = -35.410004 .
[12:05:18 PM] Temperature - 10000m = -41.899994 .
[12:05:18 PM] Temperature - 11000m = -48.39 .
[12:05:18 PM] Temperature - 12000m = -54.880005 .
[12:05:18 PM] Loading map.ini defined airfields:
[12:05:18 PM] Load bridges
[12:05:19 PM] Load static objects
[12:05:20 PM] FM called 'FlightModels/F4U-1A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:05:20 PM] FM called 'FlightModels/PrattWhitney_R-2000_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
[12:05:20 PM] Motor resolveFromFile starter = 0
[12:05:20 PM] Motor resolveFromFile starter = 0
[12:05:20 PM] FM called 'FlightModels/F4U-1A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:05:20 PM] FM called 'FlightModels/F4U-1A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:05:20 PM] FM called 'FlightModels/PrattWhitney_R-2000_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
[12:05:20 PM] Motor resolveFromFile starter = 0
[12:05:20 PM] Motor resolveFromFile starter = 0
[12:05:20 PM] FM called 'FlightModels/F4U-1A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[12:05:21 PM] 1>mp_dotrange FRIENDLY DOT 6.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 6.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[12:05:21 PM] 1>mp_dotrange FOE DOT 12.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[12:05:21 PM] Mission: Single/test2.mis is Playing
[12:05:21 PM] warning: no files : music/takeoff
[12:05:21 PM] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[12:05:21 PM]
[12:05:49 PM] java.lang.NoSuchMethodError
[12:05:49 PM] at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:3598)
[12:05:49 PM] at com.maddox.il2.ai.air.Pilot.update(Pilot.java:196)
[12:05:49 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1071)
[12:05:49 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[12:05:49 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[12:05:49 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[12:05:49 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[12:05:49 PM] at com.maddox.rts.Message._send(Message.java:1217)
[12:05:49 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[12:05:49 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[12:05:49 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[12:05:49 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[12:05:49 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[12:05:49 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[12:05:49 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[12:05:49 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

I also tried playing the two FMB missions with a single aircraft and the mission played without fb.exe stopping. I've also set up other land based missions in FMB without probs.

nb: Just tried the carrier landing mis in singles and the mission ran ok without any probs.

Bergkamp
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 08, 2014, 06:57:27 AM
Dumbo. forgot to mention in FMB mission one, flew off carrier Valley forge CV45 and in FMB mission two, flew off USS Essex CV9
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 08, 2014, 07:17:15 AM
Hello Bergkamp

I thought I had it fixed but it appears that I don't. I found that if I go to Training then a plane will fly off the carrier there but in Single Missions and QMBPro they won't. The first warning that I get too is about there being no take-off music file. I turn off the music when I am flying unless I want it on the beacon. So I am stuck too, I suspect that it has something to do with either CTO mod or the SAS Engine Mod, a java classfile conflict but I have no experience of troubleshooting these kind of errors. I see that we have commented out 3 classfiles from the Engine Mod and I will try one at at time to put these back and see what happens.

Trial and error as always, won't be long before the culprit is found. I need to get these planes off the deck too, carrier ops are really good in IL2.
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 08, 2014, 07:36:21 AM
Thanks, Euan. This condition seems to happen only when I have more than one plane on deck. If I fly solo, then mission doesn't crash. As you say, t and e and one of the team will track the culprit down.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 08, 2014, 07:40:17 AM
Ditto, flying off deck solo is no problem. When you want to have a wingman FlightOps grounds you. The swine!
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 08, 2014, 08:15:00 AM
Funny enough, too much beer has the same effect!

I'm out for the rest of the day, so apologies if I don't respond to any further replies from anyone until tomorrow.
Title: Re: TFM-412 The Next Level
Post by: teisco on April 08, 2014, 08:18:34 AM
I really need some help on this problem. I cannot get the Pal visual mod to work and hope that it will be included in an update to TFM 412.

It is strange that there are several post here stating that it is working for them but when I try it in DBW or TFM 412 I get an instant crash before the main menu screen loads.

I have all TFLM 412 sets installed on a clean 412.2 and everything works, now I really want to get this mod to work with it like it does for others.

Thanks,
@teisco - Have you added the required conf.ini entries?  Even then you need to be able to set, in conf.ini, the required 3D setting for the mod.  There are 4 choices/switches, so a bit of experimenting is needed.  Other than that, go through the Pal visual mod thread again, some odd thing will click into place...

@MadDog - Nice expression Euan and good advice I reckon.  8)

Thanks! I checked again and found the config entries to use (this thread and I think they are your entries http://www.sas1946.com/main/index.php?topic=37311.132;topicseen) but still crashes before main screen loads when I add the 00_PAL_VisualMods8_V412.2 to the Sas folder. Your packages work great, thanks, but this one eludes me still.
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 08, 2014, 08:26:23 AM
Euan,

Re carrier take off. Just before I go. I disabled the #SAS CTO mod (not sure if this should have been enabled) and did not get any fb.exe crash with a flight of 4. I've only tested this quickly, so maybe you can check from your end.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 08, 2014, 08:41:10 AM
I really need some help on this problem. I cannot get the Pal visual mod to work and hope that it will be included in an update to TFM 412.

It is strange that there are several post here stating that it is working for them but when I try it in DBW or TFM 412 I get an instant crash before the main menu screen loads.

I have all TFLM 412 sets installed on a clean 412.2 and everything works, now I really want to get this mod to work with it like it does for others.

Thanks,
@teisco - Have you added the required conf.ini entries?  Even then you need to be able to set, in conf.ini, the required 3D setting for the mod.  There are 4 choices/switches, so a bit of experimenting is needed.  Other than that, go through the Pal visual mod thread again, some odd thing will click into place...

@MadDog - Nice expression Euan and good advice I reckon.  8)

Thanks! I checked again and found the config entries to use (this thread and I think they are your entries http://www.sas1946.com/main/index.php?topic=37311.132;topicseen) but still crashes before main screen loads when I add the 00_PAL_VisualMods8_V412.2 to the Sas folder. Your packages work great, thanks, but this one eludes me still.

Hi, someone said we ahve to use 00_PAL_VisualMods8_V412.1 (second link), dunno why. If i remember correctly, the V412.2 version was working for me athough i had not configured it then.

Anyway im testing some other mods and il2fb.exe crashes sometimes, but after 2 or 3 retrys it goes along... check just in case.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 08, 2014, 08:53:57 AM
You should use the version for 4.12.2 and that works beautifully. All the options are there.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 08, 2014, 09:22:39 AM
Euan,

Re carrier take off. Just before I go. I disabled the #SAS CTO mod (not sure if this should have been enabled) and did not get any fb.exe crash with a flight of 4. I've only tested this quickly, so maybe you can check from your end.

Hello Bergkamp

There are 3 java classfiles that apparently we should comment out as they cause unusual AI behaviour. I went with instinct and chose the one that begins with my initials -EEBBE344D2C2A05A- and what do you know? This little sucker I put back in the mix and now multi-plane take offs are good to go in both Single Mission and QMBPro mode. I may of course experience unusual AI behaviour but to be honest we have gotten used to the AI being pretty useless haven't we?

I would say that this approach is preferable to disabling the CTO mod as the Carrier Take Off or is it Catapult Take Off is necessary for later war scenarios and of course Korea naval ops. Personally, I really prefer the old fashioned method of using the deck as the runway.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 08, 2014, 09:30:18 AM
Could you please comment what was the unusual AI behaviour?

I will put back these files when i arrive home (and the visual mod 4.12.2) but didnt noticed anything wrong with the AI before.
Title: Re: TFM-412 The Next Level
Post by: WindWpn on April 08, 2014, 09:36:37 AM
Hello all,

Regarding the AI classes to disable, the key is to disable in "all" locations within the install.  Recommend having TFM fully enabled which will populate the #SAS folder.  Then run a search for each of three classes to disable via Windows Explorer starting at #SAS folder.  The search will find all occurrences of the classes within TFM (all sub folders).  Disable all occurrences where found.  This will allow stock 4.12.2 AI routines to run as compared to any modded variants.

Note the class EEBBE344D2C2A05A is a new HSFX 7 Triggers class and should likely be disabled unless TFM includes the new triggers feature found in latest HSFX 7+.

~S~
wind
Title: Re: TFM-412 The Next Level
Post by: WindWpn on April 08, 2014, 09:40:35 AM
Could you please comment what was the unusual AI behaviour?

I will put back these files when i arrive home (and the visual mod 4.12.2) but didnt noticed anything wrong with the AI before.

Unusual behavior is AI dirt diving at low alt dogfighting.

Note, to test behavior, 4.12.2 comes with a test mission that can be loaded in FMB and played. 
\IL-2 Sturmovik 1946\Missions\412_Demo_Missions\MountainFight.mis

Its AI only mission which features mountain terrain and AI dogfighting in the mountains.  Try it with classes enabled to see if/when AI flies into mountains.  Then try with classes disabled to see if AI fairs better.  Also can try a quick mission with a number of aircraft and draw the fight down low.  Follow ai around rather than shoot down to see if they beeline for the ground with classes enabled vs not.  Also you can click A to allow AI to control your plane to see how it fares down low. 

~S~
wind
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 08, 2014, 09:45:25 AM
Hello WindWpn

Thank you for elucidating a little over the dark arts of java classfiles. I wasn't aware that there would/could be multiple instances of a file to be found and I will look into this today. I have found that reinstating that single classfile in the Engine Mod enables a flight to take off from carriers and will investigate further. I do thank you for chipping in here, few of us have any experience with these things. I was an early adopter of your DBW JSGME packs from the beginning before Simon developed the idea further.

Euan



EDIT: This classfile is in 4 locations, in both Engine Mod and CTO Mod and then obviously in the jsgmemods folder for each mod. I shall keep it commented out just in Engine Mod and see how I fare with low level flying.

EDIT PLUS: When I reinstate this classfile the AI terrain following is slightly improved but still not brilliant but I am then unable to use the carrier. I have to make a compromise at the moment.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 08, 2014, 12:24:22 PM
I am also tempted to put that new buttons tester file in to see if it makes any difference, the one that comes with the SAS Engine Mod.
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 08, 2014, 01:52:14 PM
WOW! Fook me! I've just dipped me toe into 4.12 after uninstalling me DBW 1.71 and starting from scratch, what a difference! Fluid performance even on my old rig - well done Monty and the boys - bl**dy superb
Title: Re: TFM-412 The Next Level
Post by: fabo28 on April 08, 2014, 03:21:52 PM
Hello All,

Thanks again for all your hard work!

I have 20% CTD after installing TFM412-11_AIR-EXTRA, below log file ( I cut off first part as suggested here http://www.sas1946.com/main/index.php/topic,13457.0.html:

Thanks for your help


Code: [Select]
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
FM called 'FlightModels/Fw-190D-14.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
FM called 'FlightModels/Fw-190D-14.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Spawn.get( com.maddox.il2.objects.air.XC_47X ): com.maddox.il2.objects.air.CockpitC47
java.lang.NoClassDefFoundError: com.maddox.il2.objects.air.CockpitC47
at com.maddox.il2.objects.air.XC_47X.class$(XC_47X.java:24)
at com.maddox.il2.objects.air.XC_47X.<clinit>(XC_47X.java:114)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:218)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: TFM-412 The Next Level
Post by: Sid on April 08, 2014, 03:34:59 PM
WOW! Fook me! I've just dipped me toe into 4.12 after uninstalling me DBW 1.71 and starting from scratch, what a difference! Fluid performance even on my old rig - well done Monty and the boys - bl**dy superb

Exactly what I did...loving it.
Title: Re: TFM-412 The Next Level
Post by: nzmigman on April 08, 2014, 04:09:41 PM
I've been watching the AI planes crash into the ground quite a lot lately. They seem to lose power and go into a dive.

Does the AI understand engine management ? I thought maybe AI just overstressed their engines and they failed. Also sometimes see aircraft struggle to maintain altitude resulting in a kind of bouncing flight path where the aircraft drops and then tries to climb again. See it most often in fleets of b17s.

Title: Re: TFM-412 The Next Level
Post by: swell on April 08, 2014, 05:37:12 PM
Hello to all
First I want to give my best compliments to all this mod community
What you have dane for this sim is amazing!!

On my efforts to give something to this community I have a problem with carriers on FMB, they dont move!!!
I read all the forums all the manuals, I even changed their speed on .mis manually but they dont move.
I was thinking that probably was a v412 next level bug, or a problem with a near shore mission but then i run that original F3F UN single mission and all the carriers run on full steam?!

....but when I was just worried enough..

After install the last 412 next level packs (19 and 20) all the carriers stop, even the ones that work yesterday!!

Any help??

By the way my instalation is v412 next level by the book and working great.

Thanks

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 08, 2014, 10:40:22 PM
Could you please comment what was the unusual AI behaviour?

I will put back these files when i arrive home (and the visual mod 4.12.2) but didnt noticed anything wrong with the AI before.

Earlier I also passed on the advice to disable these classfiles inside '!0_SAS_Engine_Mod' - 106BE08E745DD716, DA920CD60E028A40 and EEBBE344D2C2A05A.  However; it turns out that disabling these classfiles also kills the vital catapult function in TFM-412.  I would therefore rescind this advice for now, in TFM-412 at least, and the classfiles will be reinstated in future TFM-412 sets.  This JSGME Pack will put them back into place.  Don't worry though, future packs will also include them and put them back.

#TFM412-XX_EngineMod
DOWNLOAD-         https://www.mediafire.com/?aka8wcoowo1tu9e


(https://www.mediafire.com/convkey/9fd1/6ylelenedlpypeh6g.jpg)

#TFM412-21_Midway
Cannon Sound Mod By Western0221
IJN Fleet Carriers By Western0221
IJN Battleship Nagato By Western0221
Grumman J2F-Duck By Cwatson & Skipper
Grumman J2F-Duck Skins By GIO1963tto & Stanislao

#TFM412-21_Midway
DOWNLOAD-         https://www.mediafire.com/?rzccz2yzyx91o29

Title: Re: TFM-412 The Next Level
Post by: farang65 on April 09, 2014, 01:34:20 AM
Awesome Simon

Another fine addition to The Next Level.

The rate you are going I'll have to get a new 1 tib external drive.

Downloading now.

Thanks again for the massively undertaking of compiling mods  :D

Cheers

Kirby
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 09, 2014, 01:36:27 AM
Congratulations to Monty, Bravo and others involved in building this Mod
The TFM 412 is extraordinary, I am very happy for that.
TFM 412 installed and it is working perfectly.
So far I've found no error.
Would like to write how to do this installation in Portuguese for the Brazilian community here in the SAS.  ;D
thank you very much!  ;D
Wonderful, that would be great!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 09, 2014, 01:40:19 AM
Hello Monty,
when will be there in TFM rest of Polish planes, please ;-))))
(PZL-37, PZL-23, RWD-8).

Thank You again for your work....

P.S. If I have understood correctly, all previous problems with stability and CTDs were a result of incompatibility of TIGER33's Sounds to 4.12 version, is it right?

OK, they are on the list.  Yes, recommended to; disable Tigersounds and use HSFX instead...
Title: Re: TFM-412 The Next Level
Post by: zionid on April 09, 2014, 03:31:50 AM
I installed everything up to pack 20, and everything seems to be running beautifully:)

One curiousity; I experience much improved frame rates now, which is lovely, except when over water. I ran water=4 without any hiccups in the The New FM, but now I notice a slight, but noticable FPS drop fighting over the waves. Any takers?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 09, 2014, 05:51:47 AM
Don't forget the waves are improved now due to the Blender Waves mod added from within the ModAct, quite likely your slight fps drop is due to that. The water is much better now, ships have wakes and the height of the waves is visible.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 09, 2014, 05:59:10 AM
I installed everything up to pack 20, and everything seems to be running beautifully:)

One curiousity; I experience much improved frame rates now, which is lovely, except when over water. I ran water=4 without any hiccups in the The New FM, but now I notice a slight, but noticable FPS drop fighting over the waves. Any takers?
There are 'only' stock 412 FX in TFM-412 and generally performance is up over 410 in all areas.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 09, 2014, 11:17:11 AM
Well, it finally beat me down. >:(  When you get to be my age, and the hard headedness that goes with it, seldom do I admit defeat.  But this has done it.  I installed everything, had 4.12 running with that Modact thing and moving those .sfs files and all, but then I started adding the mods.  Well, I got to #11 and it all went haywire.  After each mod I started the game to see if it would, and it did, up until eleven.  Crash to desktop and even reset my screen resolution in the process.  Read here to install all the mods then try it.  Did that (and man, did that take a while, thus the frustration I guess).  Still wouldn't load.  Nothing.  I have a backup of 4.07m on an external drive so I may try again.  But not real soon.  I will have to go through all those fixes you guys listed, and the thing about tiger sound mod this time.  Lordy, it's killing me.  I'm way to old for this.  Anyhow, thanks for all the info this thread contains.  Now if I can just figure it all out.   
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 09, 2014, 11:32:09 AM
Bob, why dont you do this, if you have all of the downloads in one folder on your desk top open each Zip File and directly drag and drop the #SAS Folder to a Clean SAS ModAct 5.3, say yes to overwrite, and do that with every Pack, but dont start your game untill each Folder have been installed. Then you should be ok. "Try it" thats how I do it and its never failed me.
Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 09, 2014, 11:51:40 AM
A question:
 #TFM412 in-21_Midway after I enable with JSGME
I have to add AIR.INI lines?

In this package (#TFM412 in-21_Midway), there are readmes that confused me, I need to follow what the readme says?
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 09, 2014, 12:02:28 PM
Bob, why dont you do this, if you have all of the downloads in one folder on your desk top open each Zip File and directly drag and drop the #SAS Folder to a Clean SAS ModAct 5.3, say yes to overwrite, and do that with every Pack, but dont start your game untill each Folder have been installed. Then you should be ok. "Try it" thats how I do it and its never failed me.

Thank you for your response.  Just so I understand what you said correctly - yes, I do have each of the downloads through 19 I think, and I would just unzip them to the #SAS folder, is that correct?  You don't use the JSGME folder at all?  Please pardon my ignorance, but that is just the way I am.  Thanks again for your help.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 09, 2014, 12:21:21 PM
@ Cad, No the air.ini entries are with your #21 Install

@ Bob, maybe this screenie will help:

(http://i163.photobucket.com/albums/t283/BravoFxTrt/Bob_zpsf24fd04e.jpg~original)

Do this to each and every Pack, DO NOT GET DISTRACTED, or you will loose track what you just installed.

DO NOT START YOUR GAME unless every Pack has been installed.

Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 09, 2014, 12:35:58 PM
Bravo,
I did so: I put all the # TFM412 packages I put in "jsgmemods" folder and I enabled with JSGME.exe

Is this correct?
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 09, 2014, 12:39:13 PM
Yes Cad, I just do it differently, I use the direct Install, but yes its better to install to JSGMEmods Folder, then activate after you have installed all 21 Packs.
Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 09, 2014, 12:58:15 PM
Yes Cad, I just do it differently, I use the direct Install, but yes its better to install to JSGMEmods Folder, then activate after you have installed all 21 Packs.

Ok, my friend!
Thanks for the clarification!  ;)
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 09, 2014, 01:09:55 PM
@ Cad, No the air.ini entries are with your #21 Install

@ Bob, maybe this screenie will help:

(http://i163.photobucket.com/albums/t283/BravoFxTrt/Bob_zpsf24fd04e.jpg~original)

Do this to each and every Pack, DO NOT GET DISTRACTED, or you will loose track what you just installed.

DO NOT START YOUR GAME unless every Pack has been installed.



Me and Cad thank you.  It is really, really good to have you smart guys answer questions for us "intelligence challenged" ones (I am just including myself here).  I guess maybe what I had done previously was made the mistake of starting the game after each and every mod was enabled.  Guess now I will have to try it again.  But just as a side lite to my goings on, that game, modded completely, took up a heck of a lot of space on my SSD.  I'm gonna do it this time on the HDD I use for storage.  Thank you again.  I'll let you know how I come out this time.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 09, 2014, 01:20:18 PM
Roger that Bob, just dont give up, we'll get you in the TFM-4.12 Sky's before you know it. It will happen!!!
Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 09, 2014, 01:59:47 PM
Earlier I also passed on the advice to disable these classfiles inside '!0_SAS_Engine_Mod' - 106BE08E745DD716, DA920CD60E028A40 and EEBBE344D2C2A05A.  However; it turns out that disabling these classfiles also kills the vital catapult function in TFM-412.  I would therefore rescind this advice for now, in TFM-412 at least, and the classfiles will be reinstated in future TFM-412 sets.  This JSGME Pack will put them back into place.  Don't worry though, future packs will also include them and put them back.

#TFM412-XX_EngineMod
DOWNLOAD-         https://www.mediafire.com/?aka8wcoowo1tu9e



I do not exculir my classfiles, so I left:  -106BE08E745DD716  -DA920CD60E028A40   -EEBBE344D2C2A05A

I can simply remove the minus sign (-) in front of my classfiles,
or have to enable this mod "# TFM412-XX_EngineMod"?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 09, 2014, 02:44:24 PM
If you didn't actually delete the 3 files and chose to simply comment them out then it's the easiest thing to do, just reinstate them by removing the -. You don't need to use the Engine Mod correction.
Title: Re: TFM-412 The Next Level
Post by: oldschoolie on April 09, 2014, 02:56:49 PM
For some reason the download of section 10 doesn't come up for me. Is there a problem at Mediafire?
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 09, 2014, 03:46:44 PM
Simon,

The Ducks take off from water with gear down

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-04-09at23-40-04_zps13f384f7.jpg~original)

Am I missing something to do? ???
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 09, 2014, 04:48:05 PM
Simon,

The Ducks take off from water with gear down

Am I missing something to do? ???
No mate, that was the workaround for a true amphibian, there are two versions, with gear stowed and with RG, and they are both amphibs.  Its a compromise and an aesthetic choice.

http://www.sas1946.com/main/index.php?topic=37786.0
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 09, 2014, 04:59:34 PM
A question:
 #TFM412 in-21_Midway after I enable with JSGME
I have to add AIR.INI lines?

In this package (#TFM412 in-21_Midway), there are readmes that confused me, I need to follow what the readme says?
NO!  There is nothing extra to do.  All readmes are included as a courtesey to the modders whose mods are included in the TFM-412 sets.  Full credits are also listed on the JSGME documentation and the illustrations that accompany each pack and are also posted.  Credits for mods are very important and are always included and clarified.  However, any instructions in the readmes have already been followed.

I am able to PM most modders directly and the vast majority are very kind and helpful.  Behind the scenes they offer all sorts of help, additional information for the project and lots of encouragement on behalf of the whole Il2 community.  Because of time zones, work and commitments it is not always possible to personally contact everybody.  I do my very best to credit everyone involved in all aspects of TFM-412 and to respond quickly to any un-intentional omissions or errors.  I take full personal responsibility for this aspect of TFM-412.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 09, 2014, 05:31:30 PM
Ah, very well, thanks Simon.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 09, 2014, 06:14:37 PM
(https://www.mediafire.com/convkey/7e77/chfdivxns3n7ech6g.jpg)

#TFM412-22_SHIPS2
USN CVLs By Plowshare
USN Destroyers By Plowshare
Carrier Crew V5 By Ranwers
Amphibious Assault By Ashehouses & Flakiten
KM Bismark By SAS~Sani
Aquilia, Peter Strasser & Graf Zeppelin By Archie
Ship Pack 2 Project - QTim/FatCat/Archie/HSFX team/Char Aznar/Dunkelgrun/Asheshouse

#TFM412-22_SHIPS2
DOWNLOAD-         https://www.mediafire.com/?36yuajingb88faq


Go Navy!  This set adds many extra ships to TFM-412.  Thanks to all of the Ship builders and tweakers.  Compatibility issues, and the upgrade to 412, make these complex installs to accomplish and test - The biggest reason alone for TFM-412 can be seen right here, one click and you're good to go.

The Carrier Crew mod is implemented on most carriers; adding crew to their decks.  The non-appearance of crew on some carriers is due to other incompatibilities.  Please treat it as a bonus rather than a requirement.  Feel free to try yourself, Carrier Crew does not require additional edits, but don't be surprised if something breaks.  This set is very large and everything in it is getting along nicely!
Title: Re: TFM-412 The Next Level
Post by: nzmigman on April 09, 2014, 06:27:52 PM
Media fire for some reason seems to be restricting who can download by region. I guess to save overloading.
Just need to be persistant
Title: Re: TFM-412 The Next Level
Post by: Adger on April 09, 2014, 06:52:02 PM
First of all Thank you for your fantastic work...secondly i hope somebody can help...downloaded all files and using Jsgme for all..no problems..i put TFM412.11  Air_Extra in and wallop crashes at 20 % upto the 412.11 everythings fine...any help will be much appreciated Thanks guys
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 09, 2014, 07:23:01 PM
First of all Thank you for your fantastic work...secondly i hope somebody can help...downloaded all files and using Jsgme for all..no problems..i put TFM412.11  Air_Extra in and wallop crashes at 20 % upto the 412.11 everythings fine...any help will be much appreciated Thanks guys
There's nothing that unusual in Pack 11 but it is tripping up a few people.  Can you post your logfile?

To enable the logfile make sure you have these conf.INI entries

[Console]
LOG=1
LOGFILE=logfile.txt
LOGKEEP=1
LOGTIME=0
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd

...or check out these threads on the subject...

http://www.sas1946.com/main/index.php?topic=13457.msg141587#msg141587

http://www.sas1946.com/main/index.php?topic=23415.msg239280#msg239280
Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 09, 2014, 07:38:18 PM
A question:
 #TFM412 in-21_Midway after I enable with JSGME
I have to add AIR.INI lines?

NO!  There is nothing extra to do.  All readmes are included as a courtesey to the modders whose mods are included in the TFM-412 sets.  Full credits are also listed on the JSGME documentation and the illustrations that accompany each pack and are also posted.  Credits for mods are very important and are always included and clarified.  However, any instructions in the readmes have already been followed.

Ok, Monty!
Thanks for clarifying  :)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 09, 2014, 08:55:44 PM
Thanks for your excellent translation thread, now on the front page too.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 10, 2014, 01:28:37 AM
Simon

Thank you for your great efforts here to spread the TFM goodness over the oceans. I know there are campaigns and missions in the pipeline to bring Korea into the mix and hopefully we will see Valley Forge in action. I know it is out of the current time frame but I am wondering if there are any plans to incorporate any of the CVAs which means we are talking 60s and 70s at some stage. Reason I ask is the amazing work by 'karla' with the Oriskany and Hancock. Such detailed work really makes for a dream of a campaign out in the South China Sea.

Getting ahead of myself of course but this is what keeps this game, and it's morphing into a sim now with your compilation work Simon, alive and kicking. You are giving it legs again and again. I hope Oleg dips in now and again and sees what is happening to his baby. I was so surprised and pleased to finally see Refuel & Rearm available as a function within VisualMod8 by PAL. That will get a lot of use. Intense carrier battles await!

Your collective work - modders, skinners, coders - keeps dragging me back from Cliffs of Dover and Battle of Stalingrad. They both have great things going for them, and I really do mean that sincerely, but now we have such a global and high performing version of IL2 right here on our doorstep. Of note is the strong menu music which gets the pilot juices flowing and the much improved feel of flght within the 4.12 code which I have definitely noticed since coming back from CloD. I do have a much stronger sense of being in control of a moving aircraft than before here. I have no piloting experience but much time spent in small aircraft before jumping out of them.

Just wanted to say a big thanks and to give a shout out, did I say that right, to all the peeps who are making this possible.

Get one up!

Euan

PS - Where the bloody hell is the BoB? :P
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 10, 2014, 01:44:27 AM
Simon

Thank you for your great efforts here to spread the TFM goodness over the oceans. I know there are campaigns and missions in the pipeline to bring Korea into the mix and hopefully we will see Valley Forge in action. I know it is out of the current time frame but I am wondering if there are any plans to incorporate any of the CVAs which means we are talking 60s and 70s at some stage. Reason I ask is the amazing work by 'karla' with the Oriskany and Hancock. Such detailed work really makes for a dream of a campaign out in the South China Sea.

Getting ahead of myself of course but this is what keeps this game, and it's morphing into a sim now with your compilation work Simon, alive and kicking. You are giving it legs again and again. I hope Oleg dips in now and again and sees what is happening to his baby. I was so surprised and pleased to finally see Refuel & Rearm finally available as a function within VisualMod8 by PAL. That will get a lot of use. Intense carrier battles await!

Your collective work - modders, skinners, coders - keeps dragging me back from Cliffs of Dover and Battle of Stalingrad. They both have great things going for them, and I really do mean that sincerely, but now we have such a global and high performing version of IL2 right here on our doorstep. Of note is the strong menu music which gets the pilot juices flowing and the much improved feel of flght within the 4.12 code which I have definitely noticed since coming back from CloD. I do have a much stronger sense of being in control of a moving aircraft than before here. I have no piloting experience but much time spent in small aircraft before jumping out of them.

Just wanted to say a big thanks and to give a shout out, did I say that right, to all the peeps who are making this possible.

Get one up!

Euan

PS - Where the bloody hell is the BoB? :P

Hi Euan

You read my mind, as usual, yes the 'Coldwar-2' set is coming (TFM-412_24) as we have more jets, ships and cool Arab/Israeli/SE Asian stuff to play with.  The packs in this set are a lot larger than New-TFM, but not too large to download and install fairly quickly.  The next set contains a number of specific WWII/Korean suggestions and also introduces the SE Asian maps.  The performance of 412 is so much better too and there is room for a lot more.  The sky's the limit! 

Simon

(https://www.mediafire.com/convkey/dc97/e9pr9mgu5a9afl26g.jpg)

This TFM-412 set adds the remaining Wildcats, a few other aircraft, updates the Korean Theatre and some good Vietnam Maps for 412.

#TFM412-23_WILDCATS
PZL 23B By Loku
RWD8 By SAS Team
PZL 37B By Ranwers
Harvard MkI By KiwiBiggles
MAP-Reno Nevada By UP~Boomer
MAP-BB_Vietnam_War By batbomb
MAP-TAM_Sinai By The_Alaskan_Man
MAP-PS_South_VietNam By Mission Bug
LA-9 & LA-11 By 101tfs/crazyflak/Wolfighter/Birdman
Bloch210 By Dreamk/Tarakan67/SAS~Epervier/Archie/Agracier/Stefan SG
Wildcats By PA_Jeronimo/Griffon_301/BravoFXTRT/MissionBug/Beo/StefanSG
F-82 Twin Mustang By CY6/Barnesy12/Beo/PA_Jeronimo/CWatson/Ranwers/Gumpy/Texx
Martlets By SAS~CirX/Veltro/SAS~Epervier/PA_Jeronimo/BravoFXTRT/StefanSG/CanonUK/CanonUK/HBPencil

#TFM412-23_Wildcats
DOWNLOAD-         https://www.mediafire.com/?04iymhjas2601h6

Title: Re: TFM-412 The Next Level
Post by: timmy1963 on April 10, 2014, 04:14:18 AM
Thank you Monty27 for putting this together and thank you to all the tester's and modder's  ;D Thanks Monty for the post about the catapult fix.Works good now. :)Thanks c.rennier for your post about the L-159G sounds. :)I have all 22 packs working but i'm having some minor problems with a few planes in the QMB.

1. When i click on the Sea Gladiator,1940 the game crashes and sends me to the desktop.I'm not sure how to fix it.

2.The Sea GladiatorMkII,Field Mod will only work wth RN insignia.Any other airforce crashes to the desktop.I'm not sure how to fix it.

3.The HellcatMkI&II had a small gap where the wings fold.I went into Jeronimo's Cowling Engine and Props and put a (-) in front of the 2 folders and it fixed the problem.I don't know if anyone else had this happen.

4.The Ta-152C,C-0,C-1,and C-3 had the prop and spinner detached from the plane(there was a good sized gap) and the pilots bodies were sitting facing the right wing with no heads.The Ta-152H-1 just had the problem with the pilot.I went into Jeronimo's mod And Wolfighters pilot mod and put a (-) infront of the folders and it fixed it.There the Default pilots now which still look good to me.I also had to fix the pilots for the Hs-129B2&B3, only, there heads were visible and sitting behind the pilots in the middle of there backs.

5.Nowotny's Me-262A-1a and the Tu-4 Bull,1949 images weren't there.I went into Jeronimo's mod and put a (-) in front of Nowotny's folder and that fixed it but i don't know what to do for the Tu-4 it's in the list but no plane is visible.

For me these are small problems and i'm sure some of this can be fixed by removing the packs and reinstalling them but i thought i would list them in case anyone is having similar problems or knows a better way to fix them.Everything else is working for me.Thanks again to all of you.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 10, 2014, 04:36:26 AM
Hi Timmy,

Regarding the Tu4, do the same as for Ta 152 (-) but on wheels mod folder. Anyway i thinks the autor of the mod released a fix for the plane.

About Ta152 C series and H1 we commented it some pages behind, im using default pilots there too.
Title: Re: TFM-412 The Next Level
Post by: Adger on April 10, 2014, 05:15:02 AM
Can you post your logfile?

Thank you Simon i will set it up later...Ive managed to (after some time) nail it to some conflict within the STD folder of pack Pack 11,i will report more as i find..Thanks once again
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 10, 2014, 06:02:29 AM
Thank you Monty27 for putting this together and thank you to all the tester's and modder's  ;D Thanks Monty for the post about the catapult fix.Works good now. :)Thanks c.rennier for your post about the L-159G sounds. :)I have all 22 packs working but i'm having some minor problems with a few planes in the QMB.

1. When i click on the Sea Gladiator,1940 the game crashes and sends me to the desktop.I'm not sure how to fix it.

2.The Sea GladiatorMkII,Field Mod will only work wth RN insignia.Any other airforce crashes to the desktop.I'm not sure how to fix it.

3.The HellcatMkI&II had a small gap where the wings fold.I went into Jeronimo's Cowling Engine and Props and put a (-) in front of the 2 folders and it fixed the problem.I don't know if anyone else had this happen.

4.The Ta-152C,C-0,C-1,and C-3 had the prop and spinner detached from the plane(there was a good sized gap) and the pilots bodies were sitting facing the right wing with no heads.The Ta-152H-1 just had the problem with the pilot.I went into Jeronimo's mod And Wolfighters pilot mod and put a (-) infront of the folders and it fixed it.There the Default pilots now which still look good to me.I also had to fix the pilots for the Hs-129B2&B3, only, there heads were visible and sitting behind the pilots in the middle of there backs.

5.Nowotny's Me-262A-1a and the Tu-4 Bull,1949 images weren't there.I went into Jeronimo's mod and put a (-) in front of Nowotny's folder and that fixed it but i don't know what to do for the Tu-4 it's in the list but no plane is visible.

For me these are small problems and i'm sure some of this can be fixed by removing the packs and reinstalling them but i thought i would list them in case anyone is having similar problems or knows a better way to fix them.Everything else is working for me.Thanks again to all of you.
 
That's very helpful to all, thanks Timmy.  With the meshes fixed we can re-upload that pack.  For now having the info here is very useful.

I searched for Tu-4 and found the offending folder inside; ...IL-2\#SAS\!0000_PA_Jeronimo_Wheels\3do\plane\Tu-4.  REM that as with the others and you have it back again.

There are basically just these two mods that work well overall but occasionally collide with other mods.  I'm sure you understand that the mesh mods were introduced at an early stage and therefore the conflicts did not show up until later in subsequent packs.  The retro fix is fine though, its only one little tweak and we all know where to start looking in cases like this.
Title: Re: TFM-412 The Next Level
Post by: timmy1963 on April 10, 2014, 06:07:34 AM
Thank you JotaC.I found your post about the Ta-152.I should have looked more :P The Tu-4 is working now.Thanks again for your help. :)
Title: Re: TFM-412 The Next Level
Post by: timmy1963 on April 10, 2014, 06:11:03 AM
No problem Monty.Glad i could help.I'm loving 412!!Your putting out packs quicker than i can install them ;D
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 10, 2014, 06:53:51 AM
No problem Monty.Glad i could help.I'm loving 412!!Your putting out packs quicker than i can install them ;D
The Glads will be 100% by Pack-25.  I should add, this is nobody's fault, nor a criticism of any mod.  Its just about the order in which we try these things and the method we use to upload and share the data. 

It feels really bad sometimes when a problem shows up that was not there earlier.  But this is an organic project, everything we add changes something else.  What is impressive so far is the resilience of the 412 sim-engine, performance is really good overall, and also how well we are all getting to grips with this build and solving issues together as a community.

Most people get this and enjoy the process, a few sound like they want to shoot me, swings and roundabouts I guess... ;D
Title: Re: TFM-412 The Next Level
Post by: oldschoolie on April 10, 2014, 07:07:44 AM
I get a "502 Bad Gateway" with Element 10. Is it possible for it to be fixed please, as all the other elements are downloading fine.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 10, 2014, 07:11:19 AM
No problem Monty.Glad i could help.I'm loving 412!!Your putting out packs quicker than i can install them ;D

Oh man you cans ay that, worst thing for me there are two new packs and i wont be able to install em until tomorrow :D

Thx Monty, im eager to fly those new campaigns that will come!
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 10, 2014, 07:29:43 AM
Roger that Bob, just dont give up, we'll get you in the TFM-4.12 Sky's before you know it. It will happen!!!

It didn't work.  Enabled all the mods (from a fresh install), made the changes in "Notes and Fixes" as far as I can tell, tried starting it up, got the little blurb in the middle of my screen about the Modact, and then it quit.  No load screen, nothing at all.  I am officially stymied.  Went back to the "plain vanilla" #SAS" folder and all is well.  Just no mods of course.  I'll keep reading here to see if anyone of you smart guys offers more and I'll try that.  Thanks for you trying to help, but I may be beyond that.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 10, 2014, 07:42:21 AM
Bob, can you enable your logfile and post it?  Also, I apologise if its been asked already - Can you confirm that you have all 19 required SFS files in your Il2 root directory?
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 10, 2014, 08:01:25 AM
Regarding problem of Bob Holmes, what if he copy - paste all packs directly in the mods folder, and someone sends him the already patched *.ini and *.propertyes etc? or a STD folder uploaded somewhere to make it more easy for him.
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 10, 2014, 08:15:36 AM
Bob; I had the same problem when silly me introduced an own menu point for TFM 4.12 in the Selector and had the folder labelled correctly as #TFM412 but let the Selector call up a folder named #TMF412 for mods....

maybe you did something wrong there;  check if the selected install in your Selector points to the correct mods folder in the game; if you made something wrong when creating the file structure (even if you use JSGME the folder structure within the JSGME directory has to be correct!), then this can happen and I think you have a trouble inside there...

I chose the direct install way and labelled my mods folder #TFM412 as said already and made this an own choice inside the selector instead of UP3...
that way, my 412 install will stay open for additional mods just like my 410 install does..
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 10, 2014, 08:18:04 AM
Regarding problem of Bob Holmes, what if he copy - paste all packs directly in the mods folder, and someone sends him the already patched *.ini and *.propertyes etc? or a STD folder uploaded somewhere to make it more easy for him.
Good suggestion, although I still wonder if he has all of the SFS files in place.  Otherwise, great idea, we should try that.  The 'fixes' are a minor isue too, not worth spending time on when getting the sim launch is the main obstacle.  I also PM'd Bob to suggest this, which is really easily done over Skype.  The STD folder can be transferred this way in a few seconds.

Griffon_301 is also right and the direct install method is very quick too.  I HAVE to use JSGME because I am building TFM-412 and crash the sim several times a day!  By the time it gets to you it DOES work!  ;D
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 10, 2014, 08:25:57 AM
@ Bob, compare what I have with yours

(http://i163.photobucket.com/albums/t283/BravoFxTrt/bob2_zps80558f27.jpg~original)
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 10, 2014, 10:21:39 AM
Bob, can you enable your logfile and post it?  Also, I apologise if its been asked already - Can you confirm that you have all 19 required SFS files in your Il2 root directory?

I must apologize for my misunderstand the logfile.  If I understand it correctly though, I can't get the game to load.  Does it have to to get the logfile?  As I have had to do so many times here, it is pretty embarrassing to have these questions, but the older I get the harder time I have in keeping up with you guys.  And now I have two kinds of cancer that is kinda distracting also.  Not making excuses, but this thing is beating me up.  Thank you for your patience and efforts to help.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 10, 2014, 10:50:34 AM
Bob; I had the same problem when silly me introduced an own menu point for TFM 4.12 in the Selector and had the folder labelled correctly as #TFM412 but let the Selector call up a folder named #TMF412 for mods....

maybe you did something wrong there;  check if the selected install in your Selector points to the correct mods folder in the game; if you made something wrong when creating the file structure (even if you use JSGME the folder structure within the JSGME directory has to be correct!), then this can happen and I think you have a trouble inside there...

I chose the direct install way and labelled my mods folder #TFM412 as said already and made this an own choice inside the selector instead of UP3...
that way, my 412 install will stay open for additional mods just like my 410 install does..

Thank you, but I think you give me too much credit for being that smart.  I just simply double click the icon in my game folder to start the game.  The selector thing that is in there shows "Stock Game, Class Mod Game, SAS Modact, Ultra Pack 3 or later, DBW, DBW 1916".  I've assumed the SAS Modact is the one to chose.  I wouldn't know how to change anything in it.  And by the way.  I don't think I have a mods folder.  All the mods in enabled ended up in the #SAS folder as far as I know.  Is this incorrect?
Title: Re: TFM-412 The Next Level
Post by: Adger on April 10, 2014, 10:59:59 AM
First of all Thank you for your fantastic work...secondly i hope somebody can help...downloaded all files and using Jsgme for all..no problems..i put TFM412.11  Air_Extra in and wallop crashes at 20 % upto the 412.11 everythings fine...any help will be much appreciated Thanks guys
There's nothing that unusual in Pack 11 but it is tripping up a few people.  Can you post your logfile?

To enable the logfile make sure you have these conf.INI entries

[Console]
LOG=1
LOGFILE=logfile.txt
LOGKEEP=1
LOGTIME=0
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd

...or check out these threads on the subject...

http://www.sas1946.com/main/index.php?topic=13457.msg141587#msg141587

http://www.sas1946.com/main/index.php?topic=23415.msg239280#msg239280


Hi all i really hope somebody can help..ive twice downloaded packs used a clean folder AND still pack 11 is giving me grief..(I narrowed it down to the air config ini inside the #sas\std\com\maddox\il2\objects folder pack 10 =47kb,pack 11 it goes to 49kb)..its now driving me insane  ??? here,s my logfile i hope somebody can help cheers guys...

Code: [Select]
2014-04-10 17:48:47:007 (dinput.dll) : IL-2 Process ID = 00000878
2014-04-10 17:48:47:007 (dinput.dll) : Starting Watchdog at D:\Il1946 new4.12\bin\selector\basefiles\IL-2 Watchdog.exe
2014-04-10 17:48:47:019 (dinput.dll) : Watchdog process started.
2014-04-10 17:48:47:019 (dinput.dll) : JVM Parameters injector activated
2014-04-10 17:48:47:019 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2014-04-10 17:48:47:019 (dinput.dll) : Adding JVM Option: -Xms888M
2014-04-10 17:48:47:019 (dinput.dll) : Adding JVM Option: -Xmx888M
2014-04-10 17:48:47:020 (dinput.dll) : Adding JVM Option: -Xss8192K
2014-04-10 17:48:47:020 (dinput.dll) : Adding JVM Option: -XX:PermSize=128M
2014-04-10 17:48:47:020 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=128M
2014-04-10 17:48:47:020 (dinput.dll) : Checking duplicate JVM Options...
2014-04-10 17:48:47:020 (dinput.dll) : Checking mandatory JVM Options...
2014-04-10 17:48:47:020 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2014-04-10 17:48:47:020 (dinput.dll) : Adding JVM Option: -Xincgc
2014-04-10 17:48:47:020 (dinput.dll) : Adding JVM Option: -Xverify:none
2014-04-10 17:48:47:020 (dinput.dll) : Adding JVM Option: -Xcomp
2014-04-10 17:48:47:020 (dinput.dll) : Final JVM Option List:
2014-04-10 17:48:47:020 (dinput.dll) : -Xms888M
2014-04-10 17:48:47:020 (dinput.dll) : -Xmx888M
2014-04-10 17:48:47:020 (dinput.dll) : -Xss8192K
2014-04-10 17:48:47:020 (dinput.dll) : -XX:PermSize=128M
2014-04-10 17:48:47:020 (dinput.dll) : -XX:MaxPermSize=128M
2014-04-10 17:48:47:020 (dinput.dll) : -Djava.class.path=.
2014-04-10 17:48:47:021 (dinput.dll) : -Xincgc
2014-04-10 17:48:47:021 (dinput.dll) : -Xverify:none
2014-04-10 17:48:47:021 (dinput.dll) : -Xcomp
2014-04-10 17:48:47:032   (watchdog) : IL-2 Parent Process Handle = 0000007C, ID=00000878
2014-04-10 17:48:47:032   (watchdog) : IL-2 Watchdog started.
2014-04-10 17:48:47:033   (watchdog) : Message Window Created.
2014-04-10 17:48:47:134   (watchdog) : Splash Screen Created.
2014-04-10 17:48:47:241 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2014-04-10 17:48:47:281 (dinput.dll) : JVM Parameters injected successfully
2014-04-10 17:48:47:284    (wrapper) : ProcessAttach, attached Processes =  1
2014-04-10 17:48:47:284    (wrapper) : Calling GetCommandLineParams()
2014-04-10 17:48:47:285    (wrapper) : Command Line Parameter No. 1 = /f:none
2014-04-10 17:48:47:285    (wrapper) : Command Line Parameter No. 2 = /m:#sas
2014-04-10 17:48:47:285    (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2014-04-10 17:48:47:285    (wrapper) : MODS Folder = "#sas"
2014-04-10 17:48:47:285    (wrapper) : No FILES Folder set.
2014-04-10 17:48:47:285    (wrapper) : Calling LinkIl2fbExe()
2014-04-10 17:48:47:285    (wrapper) : Trying to link back to D:\Il1946 new4.12\il2fb.exe through LoadLibrary()
2014-04-10 17:48:47:286    (wrapper) : Calling CreateModsFolderList()
2014-04-10 17:48:47:534    (wrapper) : Scanning #sas folder took 248 milliseconds.
2014-04-10 17:48:47:534    (wrapper) : Total number of modded files = 62450.
2014-04-10 17:48:47:534    (wrapper) : Calling SortList()
2014-04-10 17:48:47:545    (wrapper) : Sorting modded files list took 10.796 milliseconds.
2014-04-10 17:48:47:545    (wrapper) : Calling RemoveDuplicates()
2014-04-10 17:48:47:546    (wrapper) : Removing 1817 Duplicates took 0.211 milliseconds.
2014-04-10 17:48:55:698   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00C90018
2014-04-10 17:48:55:698   (watchdog) : Activating IL-2 Main Window (0x00C90018) using SwitchToThisWindow()
2014-04-10 17:48:55:739    (wrapper) : ThreadAttach, attached Threads =  1
2014-04-10 17:48:55:799    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-10 17:48:55:828    (wrapper) : ThreadAttach, attached Threads =  3
2014-04-10 17:48:55:838    (wrapper) : ThreadAttach, attached Threads =  4
2014-04-10 17:48:55:845    (wrapper) : ThreadAttach, attached Threads =  5
2014-04-10 17:48:55:846    (wrapper) : ThreadAttach, attached Threads =  6
2014-04-10 17:48:55:851    (wrapper) : ThreadAttach, attached Threads =  7
2014-04-10 17:48:55:852    (wrapper) : ThreadAttach, attached Threads =  8
2014-04-10 17:48:55:853    (wrapper) : ThreadAttach, attached Threads =  9
2014-04-10 17:48:55:857    (wrapper) : ThreadAttach, attached Threads =  10
2014-04-10 17:48:56:701   (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x00C90018)
2014-04-10 17:48:58:362    (wrapper) : ThreadDetach, attached Threads =  9
2014-04-10 17:48:58:371    (wrapper) : ThreadDetach, attached Threads =  8
2014-04-10 17:48:58:376    (wrapper) : ThreadDetach, attached Threads =  7
2014-04-10 17:48:58:376    (wrapper) : ThreadDetach, attached Threads =  6
2014-04-10 17:48:58:439    (wrapper) : ProcessDetach, attached Processes =  0
2014-04-10 17:48:58:440    (wrapper) : Total files opened = 49367
2014-04-10 17:48:58:440    (wrapper) : Total search time consumed = 0.923 milliseconds (0.000922792649 Seconds)
2014-04-10 17:48:58:441    (wrapper) : Search Time per File = 18.692 nanoseconds (0.000000018692 Seconds)
2014-04-10 17:48:58:441    (wrapper) : Average Search Iterations required per File = 9.1
2014-04-10 17:48:58:446 (dinput.dll) : JVM Parameters injector deactivated
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 10, 2014, 11:36:38 AM
Hello Bob!

yes, if you just use the Modact game in the Selector, all mods go to the #Sas folder by default and this one is also the one that Simon uses for his packs;
so if you unzip everything correctly, that should do the trick after enabling via JSGME, if you are not using the direct install method..
oh, maybe also try to lower the RAM value in the selector...if you choose too high a value, the game sometimes refuses to load too, at least it did on my old 410 install; if you have a good comp with a good GPU, 512MB should work though, this is the default setting on my install, after adding modact to my game...

maybe really check the folder structure inside your #Sas folder after you have activated everything...most importantly, you should have something like #Sas\STD and #SAS\XTD  inside, as these folders contain loads of ini, properties and classfiles, without which the game will not run at all..
but if the problem would lie there, you should at least see the intro screenie and crash at 5% or 60% or 70%

if you do not get to the loading screen at all, it always had something to do with a wrong folder structure for the mods folder, however it is called..at least it was so when I had the error you describe..
Title: Re: TFM-412 The Next Level
Post by: Adger on April 10, 2014, 11:37:06 AM
Guys...forgive me im an idiot,i forgot to download the flyable pack at the beginning..im just off to kick myself  :P
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 10, 2014, 12:05:37 PM
now that Adger mentions it...Bob do you have the AI flyable classes also enabled via JSGME?
and btw do not forget to maybe use the vanilla #Mods folder that Simon has provided too as a base over which you enable the TFM packs...

to sum it up shortly;

patch up to 4.12.2
then install the Modact 5.3
patch it
get the flyable AI classes
then delete everything inside the #Sas folder that you should have after installing ModAct, just to make sure..
use the vanilla #Sas folder from Simon (meaning unzip the file and copy the contents of the folder into the now empty #Sas folder you still have)
(the last two steps are just to make sure that you have a common base for TFM)
activate the packs in sequence via JSGME
do the stuff as described in the help section of page 1 :)
and you should be good to go....

if you like I can write a short guide for a direct install which is selectable via the Selector afterwards, does not take long and is the better way to go IMHO, although you need to be careful not to destroy folder structures...

hope this helps

Title: Re: TFM-412 The Next Level
Post by: Adger on April 10, 2014, 12:38:52 PM
Griffon if you could do a small guide for a direct install i for one would be grateful.Jsgme is sooooo slow
Title: Re: TFM-412 The Next Level
Post by: Adger on April 10, 2014, 01:30:12 PM
ps..ive also got a 1.9gb mapmods folder in my Root dir is that correct? Thanks
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 10, 2014, 01:40:20 PM
I will write a short direct install guide tomorrow :)

Adger, mapmods must go into the #Sas folder if you do a standard TFM 4.12 install; mine is about 6 GB in size currently, after having installed all 22 currently available packs;
Title: Re: TFM-412 The Next Level
Post by: Adger on April 10, 2014, 02:12:27 PM
I will write a short direct install guide tomorrow :)

Adger, mapmods must go into the #Sas folder if you do a standard TFM 4.12 install; mine is about 6 GB in size currently, after having installed all 22 currently available packs;

Thanks Griffon yep ive got 2.6GB in sas mapsfolder (pack 19 and 20,maps 3 and 4 ) going in thru Jsgme next ..but in my rootfolder i have a 1.9gb Mapmods folder aswell.Thanks..should there not be any MAPMODS folder in il1946 root dir at all?Cheers for the help
Title: Re: TFM-412 The Next Level
Post by: Adger on April 10, 2014, 03:15:24 PM
Wow 55Gb of flight sim ,finally got it all working.Now all i need is a new Hard drive  ;) Thanks guys
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 10, 2014, 04:21:49 PM
now that Adger mentions it...Bob do you have the AI flyable classes also enabled via JSGME?
and btw do not forget to maybe use the vanilla #Mods folder that Simon has provided too as a base over which you enable the TFM packs...

to sum it up shortly;

patch up to 4.12.2
then install the Modact 5.3
patch it
get the flyable AI classes
then delete everything inside the #Sas folder that you should have after installing ModAct, just to make sure..
use the vanilla #Sas folder from Simon (meaning unzip the file and copy the contents of the folder into the now empty #Sas folder you still have)
(the last two steps are just to make sure that you have a common base for TFM)
activate the packs in sequence via JSGME
do the stuff as described in the help section of page 1 :)
and you should be good to go....

if you like I can write a short guide for a direct install which is selectable via the Selector afterwards, does not take long and is the better way to go IMHO, although you need to be careful not to destroy folder structures...

hope this helps



What is the "AI flyable classes" you refer to?  I sure didn't enable anything like that.  Just the TFM mods.  Thanks.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 10, 2014, 04:26:11 PM
now that Adger mentions it...Bob do you have the AI flyable classes also enabled via JSGME?
and btw do not forget to maybe use the vanilla #Mods folder that Simon has provided too as a base over which you enable the TFM packs...

to sum it up shortly;

patch up to 4.12.2
then install the Modact 5.3
patch it
get the flyable AI classes
then delete everything inside the #Sas folder that you should have after installing ModAct, just to make sure..
use the vanilla #Sas folder from Simon (meaning unzip the file and copy the contents of the folder into the now empty #Sas folder you still have)
(the last two steps are just to make sure that you have a common base for TFM)
activate the packs in sequence via JSGME
do the stuff as described in the help section of page 1 :)
and you should be good to go....

if you like I can write a short guide for a direct install which is selectable via the Selector afterwards, does not take long and is the better way to go IMHO, although you need to be careful not to destroy folder structures...

hope this helps



What is the "AI flyable classes" you refer to?  I sure didn't enable anything like that.  Just the TFM mods.  Thanks.

OFFICIAL Il2 PATCHES
http://www.sas1946.com/main/index.php?topic=8528.0

SAS Il2 4:12.2m MEGA PATCH
http://www.sas1946.com/main/index.php?topic=38443.0

SAS MODACT 5.3
http://www.sas1946.com/main/index.php?topic=37662.0

INSTALL CHECKLIST
1)Clean Il2/1946 4:12.2m install required. - Tested and working.
2)Add SAS Modact V5.3 and AI Flyables.     - Tested and working.
3)Add UP-SFS files from UP3 Packs (see the list below).
4)Add new #TFM-412 Packs to JSGMEMODS and activate in order.

AI Flyables 5.30 (Mediafire)
http://www.mediafire.com/download/doq3wmzjambyazx/SAS_AI_Flyables_5.30_for_IL-2_4.12.2m.exe
Title: Re: TFM-412 The Next Level
Post by: Adger on April 10, 2014, 07:27:57 PM
Hi guys sorry for the questions but are there any "EXTRA" campaigns available similar to Monty,s 4.10 DGEN  TFM mods 1-3 on DBW? Thanks..ps Monty ive put a - before my DGen folder then i put your DGEN 4.10
 TFM mods into my 4.12 jsgme folder,ive renamed them SAS_Dgen-TFM-MOD- 01 to 03 and also the STAN folder...and so far so good,ive started 3 different campaigns and they are incredible..waypoints were correct AI Ect..Has this method been done before and if so were there any problems? Thank you once again for your brilliant work Simon
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 10, 2014, 09:52:46 PM
Hi guys sorry for the questions but are there any "EXTRA" campaigns available similar to Monty,s 4.10 DGEN  TFM mods 1-3 on DBW? Thanks..ps Monty ive put a - before my DGen folder then i put your DGEN 4.10
 TFM mods into my 4.12 jsgme folder,ive renamed them SAS_Dgen-TFM-MOD- 01 to 03 and also the STAN folder...and so far so good,ive started 3 different campaigns and they are incredible..waypoints were correct AI Ect..Has this method been done before and if so were there any problems? Thank you once again for your brilliant work Simon
;D I haven't tried it yet, too busy compiling.  The scripted campaigns are on the way.
Title: Re: TFM-412 The Next Level
Post by: Hubberranz on April 11, 2014, 02:30:28 AM
Well. I just tried the mediafire link to new download #23 first post and at my end it is plagued by spam.
When I click on green download tab / spam / then no download yellow tab, but message OOPS the link appear to be broken ).
I have recheck other downloads and they work fine. Anyway I do have download 23 from yesterday's post and was just checking
if the content have been changed now that it is on main page. First time such a thing ever happened.
update: yesyerday's link post #340 does the same; odd, cause it did work fine yesterday.
I wonder if anyone else experiencing this.

update 12april2014: the download 23 is now working.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 11, 2014, 02:42:10 AM
Yes there does seem to be currently pop-ups coming through, I use Firefox which would normally keep them at bay, but I don't think the situation is too bad at the moment. Just a little pain.
Title: Re: TFM-412 The Next Level
Post by: MJJWalsh on April 11, 2014, 08:28:30 AM
Has anyone managed to activate TFM412-XX_Speech?  I've tried 3 times and each time given up after JSGME was still 'enabling' after some 60 minutes  :(. All the other packs have taken a maximum of 20 minutes. Is this pack just particularly awkward?  I did download the pack again before my last attempt to make sure it wasn't corrupt.
Aside from that the rest of TFM412 is proving to be brilliant and awesome and I am just waiting in eager anticipation for the first campaign!  To put the icing on the cake I'm averaging 90 fps with everything maxed out - and my card is only an ATI 7750 which is barely mid-range.
Many thanks for all your hard work
Mike
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 11, 2014, 08:32:14 AM
now that Adger mentions it...Bob do you have the AI flyable classes also enabled via JSGME?
and btw do not forget to maybe use the vanilla #Mods folder that Simon has provided too as a base over which you enable the TFM packs...

to sum it up shortly;

patch up to 4.12.2
then install the Modact 5.3
patch it
get the flyable AI classes
then delete everything inside the #Sas folder that you should have after installing ModAct, just to make sure..
use the vanilla #Sas folder from Simon (meaning unzip the file and copy the contents of the folder into the now empty #Sas folder you still have)
(the last two steps are just to make sure that you have a common base for TFM)
activate the packs in sequence via JSGME
do the stuff as described in the help section of page 1 :)
and you should be good to go....

if you like I can write a short guide for a direct install which is selectable via the Selector afterwards, does not take long and is the better way to go IMHO, although you need to be careful not to destroy folder structures...

hope this helps



What is the "AI flyable classes" you refer to?  I sure didn't enable anything like that.  Just the TFM mods.  Thanks.

OFFICIAL Il2 PATCHES
http://www.sas1946.com/main/index.php?topic=8528.0

SAS Il2 4:12.2m MEGA PATCH
http://www.sas1946.com/main/index.php?topic=38443.0

SAS MODACT 5.3
http://www.sas1946.com/main/index.php?topic=37662.0

INSTALL CHECKLIST
1)Clean Il2/1946 4:12.2m install required. - Tested and working.
2)Add SAS Modact V5.3 and AI Flyables.     - Tested and working.
3)Add UP-SFS files from UP3 Packs (see the list below).
4)Add new #TFM-412 Packs to JSGMEMODS and activate in order.

AI Flyables 5.30 (Mediafire)
http://www.mediafire.com/download/doq3wmzjambyazx/SAS_AI_Flyables_5.30_for_IL-2_4.12.2m.exe

OK Monty, I got it and about three quarters understand it.  I have downloaded the "flyable" thing and will activate it and then see if it works.  In your checklist you listed number 3 as getting those .sfs files.  Does it matter that I already have them in my game folder when I extract that flyables file?  I'm just not sure if the sequence is important.  At this point I just hate to screw it up again.  And since I am now using your plain vanilla #SAS file and have put a little - in front of the one with all my mods in it, I guess at this point I should delete it?  I will re-enable all the mods then and give it another try.  Thank you for your time with me.
In your checklist
Title: Re: TFM-412 The Next Level
Post by: ls on April 11, 2014, 08:33:24 AM
.... I'm averaging 90 fps with everything maxed out - and my card is only an ATI 7750 which is barely mid-range...
90 fps??? On Slovakia map too? What is Your CPU?
Greetings,
ls
Title: Re: TFM-412 The Next Level
Post by: MJJWalsh on April 11, 2014, 08:39:15 AM
Well I posted too soon - just 5 minutes later Speech was enabled, so please ignore my last post.
Again, thanks to everyone who is contributing to this amazing project.
Mike
Title: Re: TFM-412 The Next Level
Post by: teisco on April 11, 2014, 08:59:18 AM
I have a question about the files in my SAS folder. I seem to have two engine mods plus a SAS folder within the SAS main folder that also has and engine mod.

I removed the extra SAS folder inside my main SAS folder but did not do anything about the two engine mods and want to know if this is supposed to be this way? Pic attached.

(http://i260.photobucket.com/albums/ii22/Warbirds_photos/file1a_zpsdd402736.jpg) (http://s260.photobucket.com/user/Warbirds_photos/media/file1a_zpsdd402736.jpg.html)
Title: Re: TFM-412 The Next Level
Post by: oldschoolie on April 11, 2014, 10:20:44 AM
Still no joy with downloading the Ships additions. Anyone going to fix the problem or do we just give up?
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 11, 2014, 10:30:02 AM
Wow 55Gb of flight sim ,finally got it all working.Now all i need is a new Hard drive  ;) Thanks guys

Hi Adger, Delete your JSGME files if you need space back mate it wont affect anything
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 11, 2014, 10:35:39 AM
This JSGME is so bl**min slow - took me all day just to get to TFM 14, I've put the rest off till next week - i'd try a direct install but would prob cock-up an .ini (or two) LOL
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 11, 2014, 10:35:59 AM
I have a question about the files in my SAS folder. I seem to have two engine mods plus a SAS folder within the SAS main folder that also has and engine mod.

I removed the extra SAS folder inside my main SAS folder but did not do anything about the two engine mods and want to know if this is supposed to be this way? Pic attached.

(http://i260.photobucket.com/albums/ii22/Warbirds_photos/file1a_zpsdd402736.jpg) (http://s260.photobucket.com/user/Warbirds_photos/media/file1a_zpsdd402736.jpg.html)


Yes it is. The top Engine Mod folder is a reinstatement of the 3 previously commented out classfiles. I had simply removed the - in front of each one but this little folder does the job for you by loading first.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 11, 2014, 10:48:55 AM
FM's And Martlets on the Prowl (Non Historical)

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-04-11at17-53-22_zpsd3aaf8c8.jpg~original)

TFM-4.12 #23

Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 11, 2014, 11:54:41 AM
for the TU-4 there should be a fix floating around in the new wheels mod thread (post #124 on page 11) that eliminates the need to disable the TU-4 in TFM 412 wheel mod folder...
Title: Re: TFM-412 The Next Level
Post by: Adger on April 11, 2014, 12:06:10 PM
Wow 55Gb of flight sim ,finally got it all working.Now all i need is a new Hard drive  ;) Thanks guys

Hi Adger, Delete your JSGME files if you need space back mate it wont affect anything

Cheers pal...yeah i could do with a little space back  :P
Title: Re: TFM-412 The Next Level
Post by: Adger on April 11, 2014, 12:36:41 PM
Could someone give me a possible heads up where do ALL the mapmods stuff go? are they in  #SAS MAPMODS or the Jsgme #Sas maps or in the il1946 root dir? If anybody can do me a screenshot of the entire il1946 root dir and Sas directory it,d be very much apprieciated..i just want to make sure that ive got everything in the correct place..Thanks guys (at the moment i have ALL maps in the root il1946 folder it comes to 5.57 GB
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 11, 2014, 12:39:05 PM
Could someone give me a possible heads up where do ALL the mapmods stuff go? are they in  #SAS MAPMODS or the Jsgme #Sas maps or in the il1946 root dir? If anybody can do me a screenshot of the entire il1946 root dir and Sas directory it,d be very much apprieciated..i just want to make sure that ive got everything in the correct place..Thanks guys

Everything should be in the right place if you have followed the instructions for JSGME installing and activating. It is more or less automatic and that is the beauty of the whole system.
Title: Re: TFM-412 The Next Level
Post by: Darth_Dooboss on April 11, 2014, 03:23:51 PM
Hi all

After a two failed install... I got it!!!

It's superb & awesome

Can you include the Ju188 & Ju88G6???

When can we enjoy the TFM-DGEN??

Thanks all the people involve in this project
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 11, 2014, 03:33:13 PM
Way to go Darth
Title: Re: TFM-412 The Next Level
Post by: jt189 on April 11, 2014, 03:57:49 PM
Well I have both ways installed on my new Laptop no problems excellent fps even over heavy clouds/bomb blast going off/flight of 24 B29 and my little fighter all in the same frame more or less. In other words no stutter what so ever.
Specs
4th gen I7 4980 4.8/64 gigs ram ddr4/intel graphic card 8gig ram just for graphic/50" phillips smart flat screen for a monitor when my boss is asleep. She will kill me if caught.

Bravo
got a friend in Alaska she could go for you great nails for a back scratch
Title: Re: TFM-412 The Next Level
Post by: jt189 on April 11, 2014, 03:59:00 PM
Oh almost forgot to say Thanks Simon great job got all your work.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 11, 2014, 04:09:04 PM
Thanks all the same JT, Im flying lost wingman and enjoying it, been married twice and never again, too old to change my ways any more, lol
Title: Re: TFM-412 The Next Level
Post by: zionid on April 11, 2014, 06:23:24 PM
Enjoying the pack tremendously.

Missing fly DGEN set, hoping it will pop up like TNFM.

Fly around in the excellent "Storm Clouds 2.0" campaign, using Maybug's repaint.

The allied NW airfield is bumpy as hell all of a sudden. (Runway not working)

Any thoughts to why this would happen? Maps are maps arent they? :P

Have a great weekend!

Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on April 11, 2014, 08:42:03 PM
I'm so confused can you guys please make a video on installation from a fresh IL-1946 4.12.2? I got it up and running but now it just comes with sas half screen and the main exe doesn even start up :(
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 11, 2014, 11:55:50 PM
Hi all

After a two failed install... I got it!!!

It's superb & awesome

Can you include the Ju188 & Ju88G6???

When can we enjoy the TFM-DGEN??

Thanks all the people involve in this project

It will happen soon.  412 is a better looker and a better performer than all previous versions but the toy cupboard was a little sparse to start with.  So we took a deep a breath and put this structure together; designed to solve incompatibilities as we go.

Behind the scenes many great modders have encouraged the effort as they test new ideas and upgrade older stuff.  We have a few more items on the agenda and then a new set of DEMO Missions, also some new and some converted campaign and mission sets.

(https://www.mediafire.com/convkey/77fc/f7sojsilxke55846g.jpg)

#TFM412-24_Coldwar2
SAMs By FM Team
OV10 Bronco By CY6
A-4 Skyhawk By FM Team
_0_GJE52_Arms By GJE52
F-8 Crusader By Mario71
F-4 Phantom II By SAS~S3
L-159F Petrel By SAS~GJE52
L-159G Kestrel By SAS~GJE52
F-86C/YF-93 Sabre By SAS~GJE52
A-4 Skyhawks for 412 By 4S_Vega
F-8 Crusader for 412 By 4S_Vega
A-7 Corsair II By Mario71 & 4S_Vega
Fast Jet Code Fixes Paulus/western0221
Loach By FM Team/CY6/Flakiten/SAS~Sani
MiG-21 Flight Model for 412 By 4S_Vega
CY6 Command and Control 1966 By 4S_Vega
A-4E Skyhawk "Buddy Tanker" By western0221
Bell AH-1 Cobra By Kesselbrut/melissa/Milan/4S_Vega/Teacher/BT_Wasted

In Addition:
Ju-188A2 By Ranwers
Siebel Si204D By Ranwers and Loku
He-280 Fully updated to 412 By mac1
Bf109 Zwilling 3D Upgrade By Grief and Japancat
F-4 Skins By Harpia_Mafra55/Mexchiwa
F-8 Skins By Harpia_Mafra55/BatBomb
Loach Skins By Hawkman/Texx/OC Tiger

#TFM412-24_Coldwar2
DOWNLOAD-         https://www.mediafire.com/?famv699q1b425e1


ISSUES AND SPECIAL INSTRUCTIONS:
Currently we have one old problem; Closed Canopy Takeoffs for the new 412 version A-4 Skyhawk.
At the moment the Scooters still takeoff with their canopies open, a throwback from earlier Il2 coding.
This issue will be solved when a new FM becomes available.
Please don't post any daft pictures as if we don't know already.
Every other navy carrier aircraft here is tickety-boo!
Future sets will also include the larger angled deck US Navy carriers.

This mod ...Il2/#SAS/!0000_PAL-Chocksv4122 needs to disabled (-) if you want to fly jets off carriers. 
There is a small classfile conflict with some parts of the Carrier Takeoff mod.

As it is this set will provide some wonderful new aircraft to play with and a few minor issues should be put aside for now IMHO.  Other improvements, such as development of the Phantom II model and cockpit, are underway AFAIK, and will be integrated into TFM-412 when they become available.
Title: Re: TFM-412 The Next Level
Post by: timmy1963 on April 12, 2014, 01:26:13 AM
The canopy on my P-47D would go up above the pilot when opening and closing.I went into Jeronimo's Cowling mod and put the (-) for the P 47D (Multi1)&(USA) and it works fine now.Time to add pack 24.Thank you Monty. ;D
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 01:44:41 AM
The canopy on my P-47D would go up above the pilot when opening and closing.I went into Jeronimo's Cowling mod and put the (-) for the P 47D (Multi1)&(USA) and it works fine now.Time to add pack 24.Thank you Monty. ;D
That is right, we covered it earlier in the thread and posted the fix on the first page.   ;D
Title: Re: TFM-412 The Next Level
Post by: chupag72 on April 12, 2014, 02:21:33 AM
Installed the package 24 crashes the game 60 prezentoval file issues: Main begin: PlMisAir: class 'air.JU_188beta' not found
java.lang.RuntimeException: PlMisAir: class 'air.JU_188beta' not found
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 12, 2014, 02:31:47 AM
Plus one on the above Simon

EDIT: 60% CTD the .ini Air includes an entry for the Ju_188 A2 but it doesn't appear in the added plane folders.
Title: Re: TFM-412 The Next Level
Post by: farang65 on April 12, 2014, 02:36:51 AM
Oh My God!!
Cold War 2  :D must have missed this when out throwing buckets of water and squirting people with water guns as they drive by on motorcycles and in the backs of pick up.
Thai New Year

Thanks greatly for this Simon
Really good to see the F-4 back again.  ;D
Title: Re: TFM-412 The Next Level
Post by: Danyfly on April 12, 2014, 03:41:30 AM
Plus one on the above Simon

EDIT: 60% CTD the .ini Air includes an entry for the Ju_188 A2 but it doesn't appear in the added plane folders.

Same issue 60% CTD

I tried to detete the Ju_188 A2 but in this case the Typhoon doesn't work ! :(

Thanks



Title: Re: TFM-412 The Next Level
Post by: chupag72 on April 12, 2014, 03:57:28 AM
compiling the Ju_188 A2 does not help. Leaves many mistakes. Very bad service turned out. The log file is not making,because a lot of mistakes shows. I was tired of dealing with errors
Put the package 24 immediately when problems arise . Mr Monti you checked this package, I don't understand. I begin to think of what to put. The Assembly is good but too many mistakes and not connections . Mr Monti sorry for that remark,but I am already.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 12, 2014, 04:10:38 AM
compiling the Ju_188 A2 does not help. Leaves many mistakes. Very bad service turned out. The log file is not making,because a lot of mistakes shows. I was tired of dealing with errors
Put the package 24 immediately when problems arise . Mr Monti you checked this package, I don't understand. I begin to think of what to put. The Assembly is good but too many mistakes and not connections . Mr Monti sorry for that remark,but I am already.


Chupag

Much better to report what you find as observation but leave frustration and criticism at your own front door. Remember that this is a community project and that you are free to work on solutions yourself and then bring them to the table where you will be credited for sure. Focus on the solution and not the problem is Monty's motto.

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 05:29:39 AM
Oh Bollocks, sorry, obviously I have something you don't have, we were doing so well too.  Give me a little time to sort it.

EDIT:
OK, it was a bad upload, files missing.  Takes about a hour to upload it again.  Thanks for reporting back so promptly!  8)

Chupag is a good observer and knows his stuff well.  But he doesn't suffer fools gladly.  ;D
Title: Re: TFM-412 The Next Level
Post by: WindWpn on April 12, 2014, 07:00:29 AM
Way to go to see TFM 412 continue to grow/blossom!  Glad to see that the AI thing has been honed out and the issues noted between carrier ops and running dudes when chocked pulled has been noted.  Once folks reported issues with carrier ops, I took another look in the DBW2 world and indeed saw similar issues.  Basically, had a beta update for the engine mod that conflicted with classes from the chocks mod relative to catapults and well....  that is why DBW2 remains in active testing stage!

Anyway, between looking at stuff there and also checking out this new TFM, its great to see all this content being built around 4.12! 

On the TFM side, I saw that in pack 18, mission bug's static aircraft was included; however, I noted that the ini entries for aircraft relative to that pack (stationary, technics) were not included.  For example the LA9, 9m, 11 which are in mission bug's static class set are not referenced in the inis for the pack in which they were released (pack 23).  Likely many other new aircraft added in TFM likely have stationaries in MB's set that can be added.  Was not sure if this is something coming down the pipe in a future TFM pack to roll in all the stationary aircraft, or perhaps a missed addition in the pack 18 set relative to all aircraft added to that point relative to what is available in the static aircraft set.  Nice thing with MB's statics is that you can add what you need as your air.ini base grows. 

All in all though, great to see this one continue to grow and the wealth/breadth of content is simply "WOW!"

~S~
wind

 
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 07:12:42 AM
Way to go to see TFM 412 continue to grow/blossom!  Glad to see that the AI thing has been honed out and the issues noted between carrier ops and running dudes when chocked pulled has been noted.  Once folks reported issues with carrier ops, I took another look in the DBW2 world and indeed saw similar issues.  Basically, had a beta update for the engine mod that conflicted with classes from the chocks mod relative to catapults and well....  that is why DBW2 remains in active testing stage!

Anyway, between looking at stuff there and also checking out this new TFM, its great to see all this content being built around 4.12! 

On the TFM side, I saw that in pack 18, mission bug's static aircraft was included; however, I noted that the ini entries for aircraft relative to that pack (stationary, technics) were not included.  For example the LA9, 9m, 11 which are in mission bug's static class set are not referenced in the inis for the pack in which they were released (pack 23).  Likely many other new aircraft added in TFM likely have stationaries in MB's set that can be added.  Was not sure if this is something coming down the pipe in a future TFM pack to roll in all the stationary aircraft, or perhaps a missed addition in the pack 18 set relative to all aircraft added to that point relative to what is available in the static aircraft set.  Nice thing with MB's statics is that you can add what you need as your air.ini base grows. 

All in all though, great to see this one continue to grow and the wealth/breadth of content is simply "WOW!"

~S~
wind

Hi Wind,

Yes, a big thank you to Mission Bug for adding so many stationaries to 412.  His brilliant mod is designed to grow as content is added and indeed does so in the next set.  I stuffed up the last upload though and am re-uploading asap.  Fortunately its the weekend and I have this one to myself, so it will be done soon.

Its been great fun developing this content even though we have run into a few minor snags along the way.  Each time though we have learned a little more, ironed it out and moved ahead.  There is a very positive attitude here, because we all want the same thing, and even though the work can be quite laborious at times it is very satisfying.  I always found it more fun to share ideas than doing it by yourself!

Simon
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on April 12, 2014, 07:13:48 AM
I don't get it it says install il-2 4.12.2 i did, then I installed sas modact, activated all the expansions and it doesn't work. (yes i do have up3 and dbw sfs files in main directory)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 07:25:21 AM
I don't get it it says install il-2 4.12.2 i did, then I installed sas modact, activated all the expansions and it doesn't work. (yes i do have up3 and dbw sfs files in main directory)
Gonna need to get a little more specific there my friend!  It does work, and the instructions are on page one.  So either you missed something or I failed to explain something clearly enough.  This is possible, we have the whole world in here and manage to communicate pretty well, but sometimes a detail is over-looked.

In this kind of case I would try to see if pack 1 works first, then go from there.

There are a few fixes, but those are largely cosmetic and won't break anything.

EDIT:
Latest links fixed

(https://www.mediafire.com/convkey/77fc/f7sojsilxke55846g.jpg)

#TFM412-24_Coldwar2
SAMs By FM Team
OV10 Bronco By CY6
A-4 Skyhawk By FM Team
_0_GJE52_Arms By GJE52
F-8 Crusader By Mario71
F-4 Phantom II By SAS~S3
L-159F Petrel By SAS~GJE52
L-159G Kestrel By SAS~GJE52
F-86C/YF-93 Sabre By SAS~GJE52
A-4 Skyhawks for 412 By 4S_Vega
F-8 Crusader for 412 By 4S_Vega
A-7 Corsair II By Mario71 & 4S_Vega
Fast Jet Code Fixes Paulus/western0221
Loach By FM Team/CY6/Flakiten/SAS~Sani
MiG-21 Flight Model for 412 By 4S_Vega
CY6 Command and Control 1966 By 4S_Vega
A-4E Skyhawk "Buddy Tanker" By western0221
Bell AH-1 Cobra By Kesselbrut/melissa/Milan/4S_Vega/Teacher/BT_Wasted

In Addition:
Ju-188A2 By Ranwers
Siebel Si204D By Ranwers and Loku
He-280 Fully updated to 412 By mac1
Bf109 Zwilling 3D Upgrade By Grief and Japancat
F-4 Skins By Harpia_Mafra55/Mexchiwa
F-8 Skins By Harpia_Mafra55/BatBomb
Loach Skins By Hawkman/Texx/OC Tiger

#TFM412-24_Coldwar2
DOWNLOAD-         https://www.mediafire.com/?famv699q1b425e1


ISSUES AND SPECIAL INSTRUCTIONS:
Currently we have one old problem; Closed Canopy Takeoffs for the new 412 version A-4 Skyhawk.
At the moment the Scooters still takeoff with their canopies open, a throwback from earlier Il2 coding.
This issue will be solved when a new FM becomes available.
Please don't post any daft pictures as if we don't know already.
Every other navy carrier aircraft here is tickety-boo!
Future sets will also include the larger angled deck US Navy carriers.

This mod ...Il2/#SAS/!0000_PAL-Chocksv4122 needs to disabled (-) if you want to fly jets off carriers. 
There is a small classfile conflict with some parts of the Carrier Takeoff mod.

As it is this set will provide some wonderful new aircraft to play with and a few minor issues should be put aside for now IMHO.  Other improvements, such as development of the Phantom II model and cockpit, are underway AFAIK, and will be integrated into TFM-412 when they become available.



Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 12, 2014, 07:43:11 AM
Thanks Simon, Downloading now.
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on April 12, 2014, 07:51:34 AM
All right il try that so let me get this right il2-patch-modact-up3-dbw-tfm the next level right?
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 08:02:35 AM
All right il try that so let me get this right il2-patch-modact-up3-dbw-tfm the next level right?
Not really no. Some previous UP3 and DBW *.SFS files are referenced, they need to be in your Il2 root and are listed on page-1

Its more like this:  Il2 Clean Install - Patch to 4:12.2m - Install SAS Modact 5.3 - Apply Vanilla #SAS Folder (page 1) - Download and Activate 'SAS AI Flyables' (a Modact 5.3 Option) - Then select 'SAS MODACT' from the selector and go test it for a bit.

Next; install TFM-412, one set at a time into JSGMEMODS, activate and test fly as you go. 

At this point a lot of people roll their eyes and cry over lost time.  Just remember, this is what I have to do in order to compile each pack.  Its solid, deliberately modular, and won't break your install.  Take it one step at a time and you will get there sooner than you think.

Last of all, there are a few fixes, a number of folders to REM, nothing game breaking and all listed neatly at the base of the post on good ol' Page-1.

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 08:05:01 AM
Thanks Simon, Downloading now.
Hey Bravo, great talking to you and Chris on Skype today!  We get a lot done in those brainstorm sessions and have a few laughs too!  Here in the future its rolling into Sunday morning this side of the planet.  See you guys later.  ;D
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 12, 2014, 08:14:00 AM
Ok Buddy have a good night
Title: Re: TFM-412 The Next Level
Post by: oldschoolie on April 12, 2014, 08:48:44 AM
Still no joy with downloading the Ships additions. Anyone going to fix the problem or do we just give up?
Quite funny:  no replies to this whatsoever. Assume no one else seems to have a problem. Bye bye.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 12, 2014, 08:56:03 AM
Its downloading fine for me.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 09:00:21 AM
Still no joy with downloading the Ships additions. Anyone going to fix the problem or do we just give up?
Quite funny:  no replies to this whatsoever. Assume no one else seems to have a problem. Bye bye.
Yeah sorry mate, I missed it, there's a fair bit on the thread.  We may be able to get some more links up, with a bit more variety of service out there.  Lets see what people come up with.
Title: Re: TFM-412 The Next Level
Post by: Adger on April 12, 2014, 09:06:03 AM
Still no joy with downloading the Ships additions. Anyone going to fix the problem or do we just give up?
Quite funny:  no replies to this whatsoever. Assume no one else seems to have a problem. Bye bye.

It downloaded first time for me..no problems whatsever,im just in the middle of putting JSGME pack 24 into my install...then the visual mod and the extra "Beacon" packs and away i go....great work to you Monty (Simon) and of course to all the fantastic modders...What you,ve done with this Sim is simply astounding...looking forward to your new campaign files aswell Mate.
Title: Re: TFM-412 The Next Level
Post by: teisco on April 12, 2014, 11:02:43 AM
Still no joy with downloading the Ships additions. Anyone going to fix the problem or do we just give up?
Quite funny:  no replies to this whatsoever. Assume no one else seems to have a problem. Bye bye.

It downloaded first time for me..no problems whatsever,im just in the middle of putting JSGME pack 24 into my install...then the visual mod and the extra "Beacon" packs and away i go....great work to you Monty (Simon) and of course to all the fantastic modders...What you,ve done with this Sim is simply astounding...looking forward to your new campaign files aswell Mate.

Please post if you get the visual mod working and how you did it. I cannot make it work and I think there is a problem with it because it is not included in any of these packs.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 12, 2014, 11:10:33 AM
VisualMod8 works fine in TFM-412. There is a separate thread for it here at SAS and you do need to make sure you have the right version for 4.12.2. There is also a variation which includes Refuel&Rearm which is quite excellent. That one I simply put into the #SAS folder et voila it works.
Title: Re: TFM-412 The Next Level
Post by: Danyfly on April 12, 2014, 11:24:22 AM
Many thanks Monty !! :) Now this TFM412-24_Coldwar2 works perfectly, a great addition ! :)
Title: Re: TFM-412 The Next Level
Post by: CorsairX on April 12, 2014, 11:42:37 AM
Pack 24 is fantastic, thank you!
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 12, 2014, 12:41:30 PM
I would like to dare to make a question here... im aware this is offline oriented, but it could be played online? i mean btw two PCs with same modded games. It would make happy my father if we could fly together online, and i would like to use this version of il2.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 12, 2014, 01:28:56 PM
(https://www.mediafire.com/convkey/4574/c5c2qqmt8rg8mmt6g.jpg)


I am wondering Simon if we will see the mozzie campaign that was due to transpire for New-TFM. I am currently enjoying the 633 Squadron movie - the only thing better than a merlin in a plane is two of them. I get the cue from the above montage that you will be updating the unfinished campaign and filling it with TFM-412 goodness.

I do like the mosquito but from the little I have flown it in IL2 it was never properly equipped speed wise, should be capable of 380 mph for the early ones and over 400 mph for the later versions. My experience within the sim was disappointing with reference to the speed, should be outrunning almost every enemy figher. Anyway, we will see, looking forward to it.
Title: Re: TFM-412 The Next Level
Post by: El_Marta on April 12, 2014, 03:10:42 PM
There is no reason to credit me for the B26. I just combined some mods done by others to make it work in HSFX 7 expert mode.

It works for me in HSFX7.1 with bomsight. Download these two files:

Mod1: http://www.derrierloisirs.fr/il2/HSFX70/B-26B_HSFX7.rar
Mod2: http://www.mediafire.com/download/k2ug951u5c9j8i7/B-26_V2.2.1.ZIP

Basically what you want to do is overwrite Mod1 with Mod2, but  keep the "B26B_FM" file from Mod 1.

Extract both mods.

First you have to tidy up Mod1. Delete the "com" and "i18n" folders from the "std" folder. Rename the "std" folder to "B-26_V2.2.1" in order to match with the folder name of Mod2. You can choose any name you like they just have to be the same.

In Mod2 delete "B26B_FM" file.

Paste Mod2 "B-26_V2.2.1" over Mod1 "mods\B-26_V2.2.1" and allow overwriting the files and folders.

air.ini entry:
Code: [Select]
B-26B         air.B_26B 1                          NOINFO  usa01 SUMMER
Title: Re: TFM-412 The Next Level
Post by: ls on April 12, 2014, 03:20:46 PM
Report about #TFM412-23_WILDCATS: There is PZL-42 in air.ini, and its folder in #SAS. But in QMB it doesn't appear  :(. Why?

Solved: this patch made PZL-42 working. Thank You very much, Monty!
https://www.mediafire.com/?4q60augygc7bau2/ (https://www.mediafire.com/?4q60augygc7bau2/)
Title: Re: TFM-412 The Next Level
Post by: Forager on April 12, 2014, 05:16:14 PM
I second the problem with PZL-42: It shows up as selectable in QMB but when the mission loads only sky is visible in F1 view.
Plane shows in F2 view but does not respond to any input.

I know there are QMB issues that will be solved and the above is only a report, not a complaint.

SAS~Monty27, thank you and all involved in this project, the work you guys have done and continue to do is actually amazing and much appreciated.
Title: Re: TFM-412 The Next Level
Post by: Gaston on April 12, 2014, 05:24:15 PM
Forager... your description means that there is a problem with the cockpit, probably...
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 12, 2014, 06:40:34 PM
hehe, me in an F-4 and my Missile Smoke from TFM-4-12 #24, Thank you Simon

(http://i163.photobucket.com/albums/t283/BravoFxTrt/bfs_zps36ccad1d.jpg~original)
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 07:16:08 PM
Report about #TFM412-23_WILDCATS: There is PZL-42 in air.ini, and its folder in #SAS. But in QMB it doesn't appear  :(. Why?
I am sorry; it seems that some of the 3do from Loku's brilliant PZL-42 was missing from the previous upload.

Thanks for your post; here is a patch.
(https://www.mediafire.com/convkey/728d/6u55ffa7av5g7ov6g.jpg)

#TFM412-23_WildcatsPATCH.rar
DOWNLOAD-         https://www.mediafire.com/?4q60augygc7bau2/

I will upload #TFM412-23_Wildcats again today with ALL the bits, meanwhile use the patch with the missing files.  Its designed for JSGME use but is not dependant on any number order.

Throw it in there and later on it won't even be an issue, thanks for your help.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 07:20:05 PM
hehe, me in an F-4 and my Missile Smoke from TFM-4-12 #24, Thank you Simon
Lovely shot Bravo and great effects.  I guess we can let everyone know that we have been flying these babies of the big angle deck carriers and they will be next!  So many people involved in bringing this content to modded 412, thanks for your continued assistance.

Of course we have TAM's wonderful Sinia re-texture now, Israeli Phantom IIs and the SAS MiG-21s!  Beqaa Valley, here I come...

Thanks also to AG-51 Hoss for a lot of input on this set, and others, we are getting there!
Title: Re: TFM-412 The Next Level
Post by: teisco on April 12, 2014, 07:39:59 PM
One thing about the water, it is animated and very jerky. I looked in the config and water was set at 1 so is there another mod or file included that would over ride the config water setting?
Title: Re: TFM-412 The Next Level
Post by: 361st_Hoss on April 12, 2014, 07:41:16 PM
Well Crap, I guess I'll finally have to release that 1956 Sinai campaign I have been sitting on for a couple of years now.......Kheil Ha'Avir............  won't go into 6 Day war, no Mirage III............. if the 50's British jet I saw screenies of gets released I can do some Israeli on Jordanian missions in 6 Day war..................

Hoss
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 12, 2014, 08:52:40 PM
All right il try that so let me get this right il2-patch-modact-up3-dbw-tfm the next level right?
Not really no. Some previous UP3 and DBW *.SFS files are referenced, they need to be in your Il2 root and are listed on page-1

Its more like this:  Il2 Clean Install - Patch to 4:12.2m - Install SAS Modact 5.3 - Apply Vanilla #SAS Folder (page 1) - Download and Activate 'SAS AI Flyables' (a Modact 5.3 Option) - Then select 'SAS MODACT' from the selector and go test it for a bit.

Next; install TFM-412, one set at a time into JSGMEMODS, activate and test fly as you go. 

At this point a lot of people roll their eyes and cry over lost time.  Just remember, this is what I have to do in order to compile each pack.  Its solid, deliberately modular, and won't break your install.  Take it one step at a time and you will get there sooner than you think.

Last of all, there are a few fixes, a number of folders to REM, nothing game breaking and all listed neatly at the base of the post on good ol' Page-1.



This is intended for Simon, Mad Dog, et al.  I have done as you guys have suggested, now for the fourth time.  It still will not work.  I can get the mods enabled up through ten, and then number eleven does me in each time.  I have 4.07m direct from the disk, the 4.12 installed and working, modact 5.3 installed and working, have copied the .sfs files into my main folder, installed the AI aircraft patch, downloaded all the mods and enabled them one at a time and tested the game with each, but then #11 came around.  Can't get past it.  There is not a doubt in my mind that something I have done was done incorrectly.  Too many folks here have gotten it all to work for me to think otherwise.  I will try one day to do this again, but I am pulling out what little hair I have left trying to figure what I have/have not done.  I wanted to thank, sincerely, you guys for the efforts to try to steer me right, and for putting up with me.  I know y'all have other stuff, like families and such, to content with and that your time is better spent doing other than answering my stupid questions.  Thanks again, and as I said, I'll give this a try later on.  In the meantime I will keep watching this thread in hopes that a light will finally come on and I'll see the error of my ways.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 09:05:47 PM
One thing about the water, it is animated and very jerky. I looked in the config and water was set at 1 so is there another mod or file included that would over ride the config water setting?
Nope!  Set water to whatever best suits you, most have it at Water 4.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 09:10:10 PM
All right il try that so let me get this right il2-patch-modact-up3-dbw-tfm the next level right?
Not really no. Some previous UP3 and DBW *.SFS files are referenced, they need to be in your Il2 root and are listed on page-1

Its more like this:  Il2 Clean Install - Patch to 4:12.2m - Install SAS Modact 5.3 - Apply Vanilla #SAS Folder (page 1) - Download and Activate 'SAS AI Flyables' (a Modact 5.3 Option) - Then select 'SAS MODACT' from the selector and go test it for a bit.

Next; install TFM-412, one set at a time into JSGMEMODS, activate and test fly as you go. 

At this point a lot of people roll their eyes and cry over lost time.  Just remember, this is what I have to do in order to compile each pack.  Its solid, deliberately modular, and won't break your install.  Take it one step at a time and you will get there sooner than you think.

Last of all, there are a few fixes, a number of folders to REM, nothing game breaking and all listed neatly at the base of the post on good ol' Page-1.



This is intended for Simon, Mad Dog, et al.  I have done as you guys have suggested, now for the fourth time.  It still will not work.  I can get the mods enabled up through ten, and then number eleven does me in each time.  I have 4.07m direct from the disk, the 4.12 installed and working, modact 5.3 installed and working, have copied the .sfs files into my main folder, installed the AI aircraft patch, downloaded all the mods and enabled them one at a time and tested the game with each, but then #11 came around.  Can't get past it.  There is not a doubt in my mind that something I have done was done incorrectly.  Too many folks here have gotten it all to work for me to think otherwise.  I will try one day to do this again, but I am pulling out what little hair I have left trying to figure what I have/have not done.  I wanted to thank, sincerely, you guys for the efforts to try to steer me right, and for putting up with me.  I know y'all have other stuff, like families and such, to content with and that your time is better spent doing other than answering my stupid questions.  Thanks again, and as I said, I'll give this a try later on.  In the meantime I will keep watching this thread in hopes that a light will finally come on and I'll see the error of my ways.
OK, getting there - CTD at #11?  Need to see a logfile.txt from that point. 

If not watch the crash happen, look at the text on the launch screen as it loads - at what %?  Straight away, or 60% or 70%.  This is important to know because it tells us where the problem is and if not exactly what is missing, at least in which area to look...
Title: Re: TFM-412 The Next Level
Post by: jt189 on April 12, 2014, 09:43:46 PM
Well Crap, I guess I'll finally have to release that 1956 Sinai campaign I have been sitting on for a couple of years now.......Kheil Ha'Avir............  won't go into 6 Day war, no Mirage III............. if the 50's British jet I saw screenies of gets released I can do some Israeli on Jordanian missions in 6 Day war..................

Hoss
It is about time been waiting around for that one since you did mention it a while back if my mushy brain remembers right
Title: Re: TFM-412 The Next Level
Post by: teisco on April 12, 2014, 09:56:43 PM
VisualMod8 works fine in TFM-412. There is a separate thread for it here at SAS and you do need to make sure you have the right version for 4.12.2. There is also a variation which includes Refuel&Rearm which is quite excellent. That one I simply put into the #SAS folder et voila it works.

Thanks, wish it worked for me but in DBW and TFM412.2 it will not let the game load. I have asked and received much advice, read the original thread twice and still no luck. I think it is something other than a game file causing it, maybe a certain Java build or other windows software.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 10:02:46 PM
VisualMod8 works fine in TFM-412. There is a separate thread for it here at SAS and you do need to make sure you have the right version for 4.12.2. There is also a variation which includes Refuel&Rearm which is quite excellent. That one I simply put into the #SAS folder et voila it works.

Thanks, wish it worked for me but in DBW and TFM412.2 it will not let the game load. I have asked and received much advice, read the original thread twice and still no luck. I think it is something other than a game file causing it, maybe a certain Java build or other windows software.
...and don't forget; it needs those conf.ini entries to be added manually or it will never load...
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 10:06:40 PM

(https://www.mediafire.com/convkey/77fc/f7sojsilxke55846g.jpg)

Many thanks Monty !! :) Now this TFM412-24_Coldwar2 works perfectly, a great addition ! :)


Good news mate.  I am sorry we get a funny upload sometimes, or I forget something, or a new thing crops up we didn't know about.  I appreciate all the feedback that helps us.  However, a good positive like this is also great to receive, thanks!  ;D

...Next up - Updated Static Mod for all new aircraft, Phantom IIs etc, and - BIG CARRIERS!
Title: Re: TFM-412 The Next Level
Post by: teisco on April 12, 2014, 10:10:02 PM
VisualMod8 works fine in TFM-412. There is a separate thread for it here at SAS and you do need to make sure you have the right version for 4.12.2. There is also a variation which includes Refuel&Rearm which is quite excellent. That one I simply put into the #SAS folder et voila it works.

Thanks, wish it worked for me but in DBW and TFM412.2 it will not let the game load. I have asked and received much advice, read the original thread twice and still no luck. I think it is something other than a game file causing it, maybe a certain Java build or other windows software.
...and don't forget; it needs those conf.ini entries to be added manually or it will never load...

Yes I added some from another thread but maybe there is more? I could not find any documentation on what default lines to add. I think my only hope is if it is added to one of these packages because they all have worked great for me so far.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 10:12:00 PM
VisualMod8 works fine in TFM-412. There is a separate thread for it here at SAS and you do need to make sure you have the right version for 4.12.2. There is also a variation which includes Refuel&Rearm which is quite excellent. That one I simply put into the #SAS folder et voila it works.

Thanks, wish it worked for me but in DBW and TFM412.2 it will not let the game load. I have asked and received much advice, read the original thread twice and still no luck. I think it is something other than a game file causing it, maybe a certain Java build or other windows software.
...and don't forget; it needs those conf.ini entries to be added manually or it will never load...

Yes I added some from another thread but maybe there is more? I could not find any documentation on what default lines to add. I think my only hope is if it is added to one of these packages because they all have worked great for me so far.
Check the base of my first post on Page-1 of this thread.  There are quite a lot of lines to add.
Title: Re: TFM-412 The Next Level
Post by: snachito on April 12, 2014, 10:12:28 PM
Code: [Select]
Thank you Simon I absolutely LOVE TFM 4.12!!! I do have a small problem and that is my TFM install was working perfectly when it was up to TFM 17 then I loaded the next batch up to TFM 24 and now I'm getting a 60% CTD on startup here is my log:

[code
0D9early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:11 AM] FM called 'FlightModels/fw-190d-9_1_7Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:11 AM] FM called 'FlightModels/fw-190d-9_1_8Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190D-9Late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190D9r5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190D-11.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190D-13.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190F-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190F-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190F-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190F-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190F-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190A-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190A-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190A-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Fw-190A-5-165.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/fw-190a-8_1_65Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Ta-152B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Ta-152C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Ta-152C0.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Ta-152C1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Ta-152C3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Ta-152H.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM] FM called 'FlightModels/Ta-152H-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Fw-190A-4N.fmd:NavalFw190A_FM' is being loaded from File: 'navalfw190a_fm'
[4:03:13 AM] FM called 'FlightModels/Fw-190A-4N.fmd:NavalFw190A_FM' is being loaded from Alternative File: 'navalfw190a_fm'
[4:03:13 AM] FM called 'FlightModels/Fw-190F-9N.fmd:NavalFw190F_FM' is being loaded from File: 'navalfw190f_fm'
[4:03:13 AM] FM called 'FlightModels/Fw-190F-9N.fmd:NavalFw190F_FM' is being loaded from Alternative File: 'navalfw190f_fm'
[4:03:13 AM] FM called 'FlightModels/Fw-190D-13N.fmd:NavalFw190D_FM' is being loaded from File: 'navalfw190d_fm'
[4:03:13 AM] FM called 'FlightModels/Fw-190D-13N.fmd:NavalFw190D_FM' is being loaded from Alternative File: 'navalfw190d_fm'
[4:03:13 AM] FM called 'FlightModels/FW-200C-3U4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Ho-229.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-111H-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-111H-6.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-111H-12.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-111Z.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-162A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-162B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-162C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-162B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
[4:03:13 AM] FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from Alternative File: 'he177_fm'
[4:03:13 AM] FM called 'FlightModels/He-280.fmd:HE280_FM' is being loaded from File: 'he280_fm'
[4:03:13 AM] FM called 'FlightModels/He-280.fmd:HE280_FM' is being loaded from Alternative File: 'he280_fm'
[4:03:13 AM] FM called 'FlightModels/He-LercheIIIB2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Hs-123.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Hs-123.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Hs-129B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Hs-129B-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Ju-52_3mg4e.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM] FM called 'FlightModels/Ju-52_3mg4e.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM] FM called 'FlightModels/Ju-87B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM] FM called 'FlightModels/Ju-87D-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM] FM called 'FlightModels/Ju-87D-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM] FM called 'FlightModels/Ju-87G-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM] FM called 'FlightModels/Ju-88A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM] FM called 'FlightModels/Ju-88A-17.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM] FM called 'FlightModels/Ju-88A-4torp.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM] Main begin: PlMisAir: class 'air.JU_188beta' not found
[4:03:14 AM] java.lang.RuntimeException: PlMisAir: class 'air.JU_188beta' not found
[4:03:14 AM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1064)
[4:03:14 AM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[4:03:14 AM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[4:03:14 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
[4:03:14 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[4:03:14 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[4:03:14 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[4:03:14 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 13, 2014 4:03:14 AM] -------------- END log session -------------

Snachito please use code instead table option!  ;)
Title: Re: TFM-412 The Next Level
Post by: snachito on April 12, 2014, 10:13:08 PM
Sorry ^^^^ I put it in code, but I must have done something wrong!!!
Title: Re: TFM-412 The Next Level
Post by: teisco on April 12, 2014, 10:21:45 PM
VisualMod8 works fine in TFM-412. There is a separate thread for it here at SAS and you do need to make sure you have the right version for 4.12.2. There is also a variation which includes Refuel&Rearm which is quite excellent. That one I simply put into the #SAS folder et voila it works.

Thanks, wish it worked for me but in DBW and TFM412.2 it will not let the game load. I have asked and received much advice, read the original thread twice and still no luck. I think it is something other than a game file causing it, maybe a certain Java build or other windows software.
...and don't forget; it needs those conf.ini entries to be added manually or it will never load...

Yes I added some from another thread but maybe there is more? I could not find any documentation on what default lines to add. I think my only hope is if it is added to one of these packages because they all have worked great for me so far.
Check the base of my first post on Page-1 of this thread.  There are quite a lot of lines to add.

Yes I have and all your packages up to and including #24 and added all the lines from your main post and they all are working correctly, no problems with your mods at all. I meant I did not see or find a default doc about the PAS Visual mod in that thread to see what to add. I did find a post with some config entries for the visual mod and added them but no luck. Thanks for the help
Title: Re: TFM-412 The Next Level
Post by: toranamadman on April 12, 2014, 10:29:19 PM
Hi teisco ,
              I'm having the same problem with a 60% CTD with TFM412-24_Coldwar2 . What was the fix that you found ?
Title: Re: TFM-412 The Next Level
Post by: teisco on April 12, 2014, 10:33:12 PM
I don't have any problems with number 24, just with a mod that is not part of this set. So far all these packs have installed and worked perfectly.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 12, 2014, 10:35:57 PM
Hi teisco ,
              I'm having the same problem with a 60% CTD with TFM412-24_Coldwar2 . What was the fix that you found ?
Got a logfile or any suspects; such as other mods you may have also added?
Title: Re: TFM-412 The Next Level
Post by: toranamadman on April 12, 2014, 10:45:19 PM
Hi Simon ,
               I do have a log file but it exceeds the character limits . I have #SAS_CTO  ,#SAS_Flyable AI Aircraft , #SAS_Forgotten Countries Full , #SAS_Random Belt Start Pos , #SAS_True Color HD Skins by Carsmaster , #SAS_Water:4 by Carsmaster . How much of the log do you need ? All works fine up to when pack 24 is enabled
Title: Re: TFM-412 The Next Level
Post by: snachito on April 12, 2014, 11:47:49 PM
I was also getting a 60% CTD and as soon as I removed pack #24  everything is working fine, but when I add it again then 60% CTD and I have no other mods other than the ones that are supposed to be in it. this was the log although I'm having trouble getting it into the code bracket:

Code: [Select]
0D9early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:11 AM]   FM called 'FlightModels/fw-190d-9_1_7Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:11 AM]   FM called 'FlightModels/fw-190d-9_1_8Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190D-9Late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190D9r5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190D-11.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190D-13.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190F-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190F-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190F-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190F-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190F-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190A-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190A-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190A-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Fw-190A-5-165.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/fw-190a-8_1_65Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Ta-152B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Ta-152C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Ta-152C0.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Ta-152C1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Ta-152C3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Ta-152H.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:12 AM]   FM called 'FlightModels/Ta-152H-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Fw-190A-4N.fmd:NavalFw190A_FM' is being loaded from File: 'navalfw190a_fm'
[4:03:13 AM]   FM called 'FlightModels/Fw-190A-4N.fmd:NavalFw190A_FM' is being loaded from Alternative File: 'navalfw190a_fm'
[4:03:13 AM]   FM called 'FlightModels/Fw-190F-9N.fmd:NavalFw190F_FM' is being loaded from File: 'navalfw190f_fm'
[4:03:13 AM]   FM called 'FlightModels/Fw-190F-9N.fmd:NavalFw190F_FM' is being loaded from Alternative File: 'navalfw190f_fm'
[4:03:13 AM]   FM called 'FlightModels/Fw-190D-13N.fmd:NavalFw190D_FM' is being loaded from File: 'navalfw190d_fm'
[4:03:13 AM]   FM called 'FlightModels/Fw-190D-13N.fmd:NavalFw190D_FM' is being loaded from Alternative File: 'navalfw190d_fm'
[4:03:13 AM]   FM called 'FlightModels/FW-200C-3U4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Ho-229.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-111H-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-111H-6.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-111H-12.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-111Z.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-162A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-162B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-162C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-162B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
[4:03:13 AM]   FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from Alternative File: 'he177_fm'
[4:03:13 AM]   FM called 'FlightModels/He-280.fmd:HE280_FM' is being loaded from File: 'he280_fm'
[4:03:13 AM]   FM called 'FlightModels/He-280.fmd:HE280_FM' is being loaded from Alternative File: 'he280_fm'
[4:03:13 AM]   FM called 'FlightModels/He-LercheIIIB2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Hs-123.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Hs-123.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Hs-129B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Hs-129B-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Ju-52_3mg4e.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:13 AM]   FM called 'FlightModels/Ju-52_3mg4e.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM]   FM called 'FlightModels/Ju-87B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM]   FM called 'FlightModels/Ju-87D-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM]   FM called 'FlightModels/Ju-87D-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM]   FM called 'FlightModels/Ju-87G-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM]   FM called 'FlightModels/Ju-88A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM]   FM called 'FlightModels/Ju-88A-17.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM]   FM called 'FlightModels/Ju-88A-4torp.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:03:14 AM]   Main begin: PlMisAir: class 'air.JU_188beta' not found
[4:03:14 AM]   java.lang.RuntimeException: PlMisAir: class 'air.JU_188beta' not found
[4:03:14 AM]      at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1064)
[4:03:14 AM]      at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[4:03:14 AM]      at com.maddox.il2.gui.GUI.create(GUI.java:160)
[4:03:14 AM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
[4:03:14 AM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[4:03:14 AM]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[4:03:14 AM]      at com.maddox.il2.game.Main.exec(Main.java:432)
[4:03:14 AM]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 13, 2014 4:03:14 AM] -------------- END log session -------------
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 12, 2014, 11:53:30 PM
Seems like the ju-188 is the culprit..
Try putting a // in front of the ju-188 in the air.ini and put a - in front of the folder that contains the 188 :)
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 13, 2014, 01:18:53 AM
Is this a different 60% CTD to the one caused by the Ju_188A2 being included in the Air.ini but the plane folder missed from the download? The logfile sure looks to be pointing to the original problem.

Look back a few pages to where this was first reported, you may have downloaded the original pack#24 and then installed it later in which case you get the CTD. If you have downloaded the revised pack then there is a new issue but I have re-downloaded the previously erroneous pack#24 and it got the green light.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 13, 2014, 01:41:01 AM
Hello Simon

Another  question for you and this time it's reference the mapworks by Cyberolas, he has done a whole series of RRRs as you must be aware. I looked into the FMB and you don't include any of these reworks and I am wondering whether there is a performance issue, or maybe an object issue or simply that no-one has yet written any campaigns that take advantage of what in my own humble opinion are quite superb environments to fly in, especially when you get down and dirty.

What do you think of this guy's work? Maybe there is something beyond your control that is stopping you including these maps. Anyway, it was just an enquiry. I remember doing some self-made stuka dive bombing missions over Kursk, just as suggested in one of Cyberolas' own videos, and the terrain really is stunning.

Euan
Title: Re: TFM-412 The Next Level
Post by: snachito on April 13, 2014, 02:36:42 AM
Seems like the ju-188 is the culprit..
Try putting a // in front of the ju-188 in the air.ini and put a - in front of the folder that contains the 188 :)

Thanks Griff!! I actually did that and I got another 60% CTD, but then this time I looked at the logfile and I had to put // in front of the SI204d in the air.ini and voila now I got it working!!
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 13, 2014, 03:09:46 AM
Seems like the ju-188 is the culprit..
Try putting a // in front of the ju-188 in the air.ini and put a - in front of the folder that contains the 188 :)

Thanks Griff!! I actually did that and I got another 60% CTD, but then this time I looked at the logfile and I had to put // in front of the SI204d in the air.ini and voila now I got it working!!

It sounds like you have the wrong version of the set.  An earlier upload of #TFM412-24_Coldwar2 was corrupted and those aircraft were missing.  If you would download again you will find that the new #TFM412-24_Coldwar2 is a little larger and is now complete.

This was resolved earlier yesterday, but with time differences and other stuff you still got earlier broken version.  :-[
Title: Re: TFM-412 The Next Level
Post by: toranamadman on April 13, 2014, 03:40:09 AM
Re downloading now   8)  Thankyou for compiling such great packs
Title: Re: TFM-412 The Next Level
Post by: Adger on April 13, 2014, 03:42:12 AM
Hi Monty after 2 attempts ive finally got all the packs running ok..First of all what a brilliant pack...im also using your DBW DGEN TFM mods 1-3 and STAN.And everything is working superbly..One quick question if thats ok.Is it Possible to use the DBW 1916 mod at all with this 4.12.2 pack? or do i have to keep a separate install of the DBW superpack..cheers mate
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 13, 2014, 05:44:59 AM
Hi Monty after 2 attempts ive finally got all the packs running ok..First of all what a brilliant pack...im also using your DBW DGEN TFM mods 1-3 and STAN.And everything is working superbly..One quick question if thats ok.Is it Possible to use the DBW 1916 mod at all with this 4.12.2 pack? or do i have to keep a separate install of the DBW superpack..cheers mate
That's a seperate install for now AFAIK.  DBW_1916 is a beautiful set too.  Do you have these?  http://www.sas1946.com/main/index.php?topic=34834.0
Title: Re: TFM-412 The Next Level
Post by: wagslead on April 13, 2014, 07:16:08 AM
First, many thanks to SAS~Monty27 and all who have put together this excellent package for IL2.  I have everything through part 24 loaded and it works marvelously. I have used IL2 since shortly after its release and believe it is the best combat flight simulator available.  What you and the others have done with TFM412 makes it better than ever. I cannot thank all of you enough for what must have been a tremendous amount of work.

I would very much like to assist someone in remedying FM issues that occur in several jet aircraft.  The FM is not very accurate for the A-4 versions - as an example, the speed brake deploys automatically between 390 and 420 KIAS depending on model.  This did not occur in the real a/c.  There are flying qualities and performance issues with the F-8's, the F-86's, and the F-4's - and probably others as well.  I can assist someone who knows how to modify FM files by then evaluating those modifications against real a/c performance.
 
(Note:  I am in no way complaining about your work on TFM412 as these FM issues have existed since each of these a/c were introduced into IL2.   I feel I can speak with a bit of authority regarding the jets as I have over 4,600 hours in jet fighters, including 2,000+ in various F-4 versions and 1,000+ hours in several A-4 models.  I was an experimental test pilot for the USMC and flew a wide variety of a/c although some cases were for less than 10 hours in each type.)

If someone you know or someone on this forum has an interest in FM improvement, please let me know.

Thank you again,
Wagslead
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 13, 2014, 08:22:19 AM
OK, getting there - CTD at #11?  Need to see a logfile.txt from that point. 
If not watch the crash happen, look at the text on the launch screen as it loads - at what %?  Straight away, or 60% or 70%.  This is important to know because it tells us where the problem is and if not exactly what is missing, at least in which area to look...

Simon, I think that this happens at around 20%, but that must necessarily be a guess.  My old eyes are not so hot any more and it happens so fast (sends me back to the selector) that I lose track, really.  I can tell you, for sure, that the small modact information window(?) appears first as it should, then within seconds the load screen appears, but after that, it is kind of a blur.
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 13, 2014, 08:56:24 AM
All installed and working faultlessly - took best part of 3 days to do (the last 4 packs were particularly slow!) but worth every minute !!

Well done guys - fabulous!
Title: Re: TFM-412 The Next Level
Post by: snachito on April 13, 2014, 09:36:21 AM

[/quote]

It sounds like you have the wrong version of the set.  An earlier upload of #TFM412-24_Coldwar2 was corrupted and those aircraft were missing.  If you would download again you will find that the new #TFM412-24_Coldwar2 is a little larger and is now complete.

This was resolved earlier yesterday, but with time differences and other stuff you still got earlier broken version.  :-[
[/quote]
Aww gotcha!! Either way thank you Simon and all those who  had a hand in designing/making mods  and working hard to make IL-2 such an amazing experience!!! IL-2 4.12 TFM it is truly amazing!!!!
Title: Re: TFM-412 The Next Level
Post by: chupag72 on April 13, 2014, 11:09:28 AM
Mr Monti when choosing Sea Gladiator in a simple editor is instantly crash
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on April 13, 2014, 11:50:50 AM
I have a problem everything works now :) thanks for the help but the map packs dont seem to show up, the planes do but maps dont :(
Title: Re: TFM-412 The Next Level
Post by: WindWpn on April 13, 2014, 11:54:02 AM
...One quick question if thats ok.Is it Possible to use the DBW 1916 mod at all with this 4.12.2 pack? or do i have to keep a separate install of the DBW superpack..cheers mate

Have a look at this thread.  DBW 1916 will not work with 4.12.2, but there is a way to have all under one roof!
http://www.sas1946.com/main/index.php?topic=39904.0
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 13, 2014, 11:57:56 AM
heya snach :)
great to read from you again - sorry for not writing so long;
it is busy times here with a job change and so on...I´ll write to you next week when days are a little bit more relaxed :)

@Simon: thank you very very much for the great packs...I am downloading cold war 2 currently again, just came back from work...
Title: Re: TFM-412 The Next Level
Post by: Gaston on April 13, 2014, 01:36:20 PM
Downloaded and installed all the pack this afternoon... no CTD, game seems to load fine. Have to test, now... but as far as I see, there are some quite important planes missing :

-the Lancaster (http://www.sas1946.com/main/index.php?topic=35288.0) with new 3d,
-the He-219 (do not know which version is the best, with the best 3d),
-the Fiat BR-20 (http://www.sas1946.com/main/index.php?topic=34784.0) pack,
-the Pe-2 series 244, 265, 402 (http://www.sas1946.com/main/index.php/topic,36687.0.html) pack,
-the big He-111 (http://www.sas1946.com/main/index.php?topic=31076.0) pack,
-the early He-111 (http://www.sas1946.com/main/index.php?topic=34640.0) pack,
-the early Ju-87 (http://www.sas1946.com/main/index.php?topic=36390.0) pack,
-the Ju-87-B/D/G (http://www.sas1946.com/main/index.php?topic=7910.0) big pack, and
-the CR-32quater (http://www.sas1946.com/main/index.php?topic=40143.0) with new cockpit, among others.

Do you plan to add them in a next update ?
Title: Re: TFM-412 The Next Level
Post by: 361st_Hoss on April 13, 2014, 02:05:31 PM
Downloaded and installed all the pack this afternoon... no CTD, game seems to load fine. Have to test, now... but as far as I see, there are some quite important planes missing :

-the Lancaster (http://www.sas1946.com/main/index.php?topic=35288.0) with new 3d,
-the He-219 (do not know which version is the best, with the best 3d),
-the Fiat BR-20 (http://www.sas1946.com/main/index.php?topic=34784.0) pack,
-the Pe-2 series 244, 265, 402 (http://www.sas1946.com/main/index.php/topic,36687.0.html) pack,
-the big He-111 (http://www.sas1946.com/main/index.php?topic=31076.0) pack,
-the early He-111 (http://www.sas1946.com/main/index.php?topic=34640.0) pack,
-the early Ju-87 (http://www.sas1946.com/main/index.php?topic=36390.0) pack,
-the Ju-87-B/D/G (http://www.sas1946.com/main/index.php?topic=7910.0) big pack, and
-the CR-32quater (http://www.sas1946.com/main/index.php?topic=40143.0) with new cockpit, among others.

Do you plan to add them in a next update ?

LOL.................

If Simon keeps going there's no need for DBW 2.0.................

There is still the angled deck carrier pack and I have sent him a list of French Planes that are missing so yes I believe he will get around to it....................

BUT JUST IN CASE.............

Here ya go Simon

(http://i702.photobucket.com/albums/ww26/BeoWolf057/A-Round-Tuit2.jpg)

Sorry man, but I could not resist, have not used it in awhile...........

Cheers

Hoss
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 13, 2014, 02:15:32 PM
lol
Title: Re: TFM-412 The Next Level
Post by: Adger on April 13, 2014, 03:06:54 PM
Hi Monty after 2 attempts ive finally got all the packs running ok..First of all what a brilliant pack...im also using your DBW DGEN TFM mods 1-3 and STAN.And everything is working superbly..One quick question if thats ok.Is it Possible to use the DBW 1916 mod at all with this 4.12.2 pack? or do i have to keep a separate install of the DBW superpack..cheers mate
That's a seperate install for now AFAIK.  DBW_1916 is a beautiful set too.  Do you have these?  http://www.sas1946.com/main/index.php?topic=34834.0

Cheers Monty yep ive got a couple of them..brilliant work.My main WW1 fix at the moment though is OBD,s Wings over flanders fields..A fantastic sim
Title: Re: TFM-412 The Next Level
Post by: Adger on April 13, 2014, 03:07:53 PM
...One quick question if thats ok.Is it Possible to use the DBW 1916 mod at all with this 4.12.2 pack? or do i have to keep a separate install of the DBW superpack..cheers mate

Have a look at this thread.  DBW 1916 will not work with 4.12.2, but there is a way to have all under one roof!
http://www.sas1946.com/main/index.php?topic=39904.0

Thank you WindWpn il have a good browse thru it..Cheers
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 13, 2014, 06:26:26 PM
@ Hoss - LOL thanks man, - my new desktop - you are the best! ...of course there's more coming and you continue to be a big help.  I have all the big Angle Decks up and running at the moment and the French Armee De L'air has also arrived in TFM-412, should be good for next weekend.

Regarding DBW2 - That is an epic project, far ahead of the mods in TFM-412 and eventually to be compressed and simplified to a single install.  If TFM-412 helps in any way with a few issues that's great, but it ain't a patch on what's coming!  The only reason for TFM-412 is that I can't wait!  Let's play with this and look forward to the real thing when its ready.  It will also enable us to get missions and campaigns out now that would otherwise have been held back, they will work now in TFM-412 and will be ready for DBW2.

@ Gaston - So many of these mods started life as 410 and are being converted to 412 over time.  Thanks especially to Stefan SG for a lot of specific classfile conversion work.  However, just because a mod has a 412 label is no gaurantee it will play nicely with everyone else in TFM.  There are a few difficult buggers who refuse to get along easily and these aircraft have moved to the back of the queue.  Even so, that queue is getting shorter...  ;D

@ Chupag - Case in point, there are several Sea Gladiators but one naughty boy who will be excluded in the updates until its fixed.  Earlier cumulative conflicts have also been eliminated, so that the 'Notes & Fixes Section' in the first post now relates only to downloads prior to April 13th, 2014.

If downloaded before April 13th, 2014:
The affected sets:
#TFM412-01_MAPMODS
#TFM412-13_Lucky-13
#TFM412-14_Curvature
#TFM412-23_Wildcats
have been corrected and re-uploaded.  8)
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 13, 2014, 06:55:36 PM
Great stuff here. I fully agree with AG-51 Hoss when he says that we may not need DBW2.

Anyway, I tried to open the War-Over-Italy map in FMB and got an error message at the bottom.

The log.lst first pointed to "INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/Trees\MTO_AlteredBush8aTL.tga')". I opened the folder and found the file was 2048X2048 and was 16,385KB. I ran a copy of it through GIMP, downsized it to 1024X1024, and then resaved it to 1,026KB.

The next time I opened the map in FMB I got "INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/Trees\MTO_AlteredBush8aTrunkTL.tga')". This file was 2048X1024 and a size of 2,049KB. I ran this one through GIMP down to 1024X512 and saved to 514KB.

The map now opens just fine.

I have the files if anyone wants them but, more importantly I think, could I simply "-" those files and use then ones that are in the .sfs files from DBW? Is there another fix out there?

 I haven't got time tonight to try this out but thought I should let you know about the problem. If there isn't a fix by Tuesday I'll upload the files that work here and let you have them. Sorry I can't get to them any sooner.

Bob
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 13, 2014, 07:03:18 PM
Great stuff here. I fully agree with AG-51 Hoss when he says that we may not need DBW2.

Anyway, I tried to open the War-Over-Italy map in FMB and got an error message at the bottom.

The log.lst first pointed to "INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/Trees\MTO_AlteredBush8aTL.tga')". I opened the folder and found the file was 2048X2048 and was 16,385KB. I ran a copy of it through GIMP, downsized it to 1024X1024, and then resaved it to 1,026KB.

The next time I opened the map in FMB I got "INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/Trees\MTO_AlteredBush8aTrunkTL.tga')". This file was 2048X1024 and a size of 2,049KB. I ran this one through GIMP down to 1024X512 and saved to 514KB.

The map now opens just fine.

I have the files if anyone wants them but, more importantly I think, could I simply "-" those files and use then ones that are in the .sfs files from DBW? Is there another fix out there?

 I haven't got time tonight to try this out but thought I should let you know about the problem. If there isn't a fix by Tuesday I'll upload the files that work here and let you have them. Sorry I can't get to them any sooner.

Bob

Thanks Bob, I don't have any problem with that map, but your textures may prevent a future issue for others, so let's put them into the next set, whenever is most convenient for you. 

Of course we want DBW2 and a simple SFS install with even more in it!  TFM is just a support project for DBW, always has been, always will be.  ;D

I expect we shall re-tune the whole thing in time.  However, the principal has been proved and we all have a lot more stuff in 412 than a month ago.  I though it might also take the heat off the DBW2 Team and let them get on with it without us constantly crying: "are we there yet?".  :o  8)
Title: Re: TFM-412 The Next Level
Post by: wagslead on April 13, 2014, 07:28:54 PM
In order to replace the affected sets you listed (if d/l prior to 13 April) must all 24 sets be deactivated in JSGME so the new sets can be activated in order or may we simply replace the affected sets?  I have a feeling that they must be done in order, but want to verify before taking that major step.

Thank you,

Wagslead
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 13, 2014, 11:38:57 PM
As the very first of the TFM-412 packs requires a re-download I would say that it is best to deactivate all packs in JSGME, download whatever packs have been updated and re-instate each one in their correct numerical order.

In addition to that, only the fixes that are still attached to the first post on page 1 of this thread should be actioned. Simon is pretty good at keeping the first post in line with any changes.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 12:30:32 AM
Its in there now, patch not needed, I'l take it down.  ;D
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 14, 2014, 12:52:55 AM
Hi Monty,

My install appears to be working faultlessly but I have these TFM's insatlled from prior to 13th April

If downloaded before April 13th, 2014:
The affected sets:
#TFM412-01_MAPMODS
#TFM412-13_Lucky-13
#TFM412-14_Curvature
#TFM412-23_Wildcats
have been corrected and re-uploaded. 

Do I really have to go through the awful task of reinstalling each pack again or is there a quick patch/remdy to fix whatevers wrong in these packs? BTW, What have the replacement files fixed? I'm not sure?

Cheers,

Mick
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 01:54:50 AM
In order to replace the affected sets you listed (if d/l prior to 13 April) must all 24 sets be deactivated in JSGME so the new sets can be activated in order or may we simply replace the affected sets?  I have a feeling that they must be done in order, but want to verify before taking that major step.

Thank you,

Wagslead
Yeah, I mean if you have done the fixes don't worry about it.  Otherwise, roll it back with JSGME, or, as I did last week, accidentally hit the button that disables all mods and start again!  ;D

To replace a set and reactivate it you must remember to always deactivate it first and never mod a set that is active in JSGME, because it will screw the copy record and not undo properly at a later date.  8)

The direct install method would allow you to instantly add a new set but not to undo changes made.  However, a direct install from 1 to 24, with a new Vanilla #SAS + AI flyables, would be very quick, just drag and drop.

If in ANY doubt - use JSGME and go slow but sure.  ;D  ...and keep a copy of that Vanilla #SAS around, just in case.  8)



Title: Re: TFM-412 The Next Level
Post by: keko on April 14, 2014, 02:44:12 AM
hey Monty a question. when you  start the game ( and all the mods activate) need say 4.12 or 4.21.2 + sas 5.30 ??


TNKS for the magnific work!!!    ;D
Title: Re: TFM-412 The Next Level
Post by: wagslead on April 14, 2014, 02:55:04 AM
Thanks for the input, Monty.  I decided to roll back using JSGME and re-install.  Working on it now and nearly half way through.

S!
Title: Re: TFM-412 The Next Level - A-4 Speedbrake Issue
Post by: wagslead on April 14, 2014, 03:06:54 AM
One further question, Monty...do you have any idea how to fix the auto-deployment of the speedbrakes on all the A-4 versions?  The SB automatically deploy any time you are above 380 KIAS in the A-4B and 410 KIAS in the IAF version.  The A-4E and A-4F deploy around 390 KIAS.  Any help or thoughts on this would be much appreciated.  I would very much like to dogfight MiG-17's (Vietnam scenario) in QMB, but cannot do so with SB that come out when exceeding 380 KIAS.

Thank you very much,

Wagslead
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 03:54:46 AM
Thanks for the input, Monty.  I decided to roll back using JSGME and re-install.  Working on it now and nearly half way through.

S!

Good, solid, methodical approach - a kindred spirit!  ;D

The A-4 is Vega's plane and he has a whole lot of work going on with this and other incredible projects. 
See the latest developments at Vega's Workshop - http://www.sas1946.com/main/index.php?topic=27908.0
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 14, 2014, 04:55:51 AM
Hi Monty,

Just to confirm - are the fixes on page 1 (3do's and Crimea map) sufficient to avoid re-installing the affected packs? If so i'll just leave it at that.

Cheers,

Mick
Title: Re: TFM-412 The Next Level
Post by: PorkyPPigg on April 14, 2014, 05:29:11 AM
Hi,

I'm new to this site and am currently in the process of downloading the DBW1.7 SuperPack (for a single upgrade right from 4.09m) from here:
http://www.sas1946.com/main/index.php?topic=21514.0
What do I need to do to get TFM-412 to run in this? I really don't know what I'm doing yet...

Porky
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 05:42:41 AM
Hi,

I'm new to this site and am currently in the process of downloading the DBW1.7 SuperPack (for a single upgrade right from 4.09m) from here:
http://www.sas1946.com/main/index.php?topic=21514.0
What do I need to do to get TFM-412 to run in this? I really don't know what I'm doing yet...

Porky
Although the TFM-412 sets are self contained, the SFS files, containing vital compressed data, are only to be found inside UP3 and DBW for 410.  It would therefore be best to start with DBW for 410 and get a good modded set up and running.  Practice with that and upgrade it further later on.  While running DBW for 410, check out the DBW_1916 and SCW sets too. 

After 410, 412 is 'the next level', for graduate combat pilots.  Usually only grizzled veterans get this far and are muttering "takka takka takka" under their breath as you pass them.  No worries, keep your head up and press on, we need all the pilots we can get, you are most welcome.

TFM-412 is a fresh start for Il2 412.2m only.  When you are ready to take that step; pour some coffee, take a deep breath, and go to Page-1 of this thread for some reading.  Its all there, its pretty clear, and thanks to everyone else on this thread, it works well. 

Actually; enough reading and a bit of practice, and a lot of downloads later, we are having a great time! ;D
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 14, 2014, 06:36:33 AM
hey Monty a question. when you  start the game ( and all the mods activate) need say 4.12 or 4.21.2 + sas 5.30 ??
it must be 4.12.2+MA5.30.
Title: Re: TFM-412 The Next Level
Post by: zionid on April 14, 2014, 06:54:21 AM
I asked before but did not get a reply, so I'll give it another shot:)

Using Maybugs retextured NWeurope map, the northwestern (allied) airfield (the only one tested so far), suddenly have a "bumpy" runway. My guess is that the game are missing a file or whatnot. AI aircraft take off just fine, but both in static and DGEN campaigns are bugged. Can anyone confirm and do anyone have a tips for å possible fix?

Cheers!
Title: Re: TFM-412 The Next Level
Post by: Adger on April 14, 2014, 07:13:23 AM
Hi Monty,

Just to confirm - are the fixes on page 1 (3do's and Crimea map) sufficient to avoid re-installing the affected packs? If so i'll just leave it at that.

Cheers,

Mick

+1..Ive only recently downloaded all the packs 11-12th of April,The download wasnt to bad at all but it took Hours to JSGME them all..ive done the Crimea map thing and also disabled the appropriate files..so should i Really need to redownload and JSGME them all one by one?..Thanks guys
Title: Re: TFM-412 The Next Level
Post by: keko on April 14, 2014, 07:32:39 AM
Tnks for the answer Gerax ! ;D


Salut!!!
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 14, 2014, 07:54:33 AM
keko, this would be the whole text you should see:

(http://s17.postimg.cc/tliix0df3/start_tfm.jpg) (http://postimage.org/)
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 14, 2014, 07:57:05 AM
Hi all:

Snagged a couple of minutes and uploaded the fixed Trees files. There was one other one I noticed that was oversize so I ran that one through as well.

Here's the .rar file:

http://www.mediafire.com/download/xzx3dpvf6h2w3y3/Smaller_Trees_Files.rar (http://www.mediafire.com/download/xzx3dpvf6h2w3y3/Smaller_Trees_Files.rar)

Hope this helps.

edit: Took another minute and delved back into the downloads. In #TFM412-19_Map-Pack-3 the unworkable files were introduced. I had dl'd this April 3rd. You can go back into #TFM412-01_MAPMODS and get working versions from there as well. It would be faster than dl'ing this fix from me and installing it.

Hope this helps more.

Bob
Title: Re: TFM-412 The Next Level
Post by: wagslead on April 14, 2014, 08:36:48 AM
Monty,

Thank you for the lead to Vega's FM thread.  Excellent work being done by Vega and others there to improve the later-day a/c FM's.  I wonder how those new FM files can be integrated with TFM-412 though?

Cheers,

Wagslead
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 14, 2014, 10:00:05 AM
keko, this would be the whole text you should see:

I have been unable to get the mods to work (past #10) and I happen to notice here your graphic that shows your load screen.  Mine (load screen) does not mention the SAS Flyable aircrafts....... as yours does.  In your opinion, does that mean that my installation of the Flyable aircraft thing "didn't take"?  If it didn't, then maybe that has been my problem.  Thanks for any advice.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 14, 2014, 10:11:39 AM
Bob did you activate AI Flyables from your JSGME.exe?

No, I just downloaded it, a "Star" icon appeared on my desktop (that is my download location so I can keep up with stuff), then I double clicked it and chose the location of my IL2 folder and let it run.  Did I screw that up also?  When I downloaded it, it didn't give me any choice to save or run that I know of, like some do.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 14, 2014, 10:29:00 AM
No it needs to go in your jsgmemods folder so you can activate it, TFM 4.12 will not run with out it.

It always amazes me that I learn so much from you guys.  I never even realized that I could just copy that Star icon into my jsgme file, then activate it.  I did it.  Now my load screen looks like your does.  Maybe that has been my problem all along, do you think?  Thank you very much.  You guys really are good at teaching us old, dumb guys things.
Title: Re: TFM-412 The Next Level
Post by: keko on April 14, 2014, 10:53:06 AM
keko, this would be the whole text you should see:
  yes, this I look!! hehehe  TNKS  !! I go in the part 19 but I  make test and go so good!! tnks very much Gerax for your help!! [/quote]
Title: Re: TFM-412 The Next Level
Post by: PorkyPPigg on April 14, 2014, 11:13:24 AM
Hi again,
Although the TFM-412 sets are self contained, the SFS files, containing vital compressed data, are only to be found inside UP3 and DBW for 410.  It would therefore be best to start with DBW for 410 and get a good modded set up and running.  Practice with that and upgrade it further later on.  While running DBW for 410, check out the DBW_1916 and SCW sets too. 
Hmmm... I think the SuperPatch installs all patches up to 4.12.2 and UP3RC4 (and DBW to 1.7). So those files will be there... I think???

After 410, 412 is 'the next level', for graduate combat pilots.  Usually only grizzled veterans get this far and are muttering "takka takka takka" under their breath as you pass them.  No worries, keep your head up and press on, we need all the pilots we can get, you are most welcome.
New to the site... but not so new to IL-2.... I've been playing this sim for about 12yrs  ;)
I duck below the desk when I fly under a bridge sometimes, is that good enough?  :D Only done it once upside-down though...

Porky
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on April 14, 2014, 01:07:07 PM
I know i already mentioned this but i got no answer, the map packs dont work and are you planning on a skin pack for some/all the planes?
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 14, 2014, 01:22:33 PM
I know i already mentioned this but i got no answer, the map packs dont work and are you planning on a skin pack for some/all the planes?

Wich maps dont work?
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on April 14, 2014, 01:33:53 PM
I mean they don't even show up.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 14, 2014, 02:09:16 PM
Where do you expect them to show up mate?
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on April 14, 2014, 02:15:10 PM
Where do you expect them to show up mate?

I mean when i click quick mission builder i have the same 4.12.2 stock maps, but none of the tfm maps but everything else works its weird.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 14, 2014, 03:58:16 PM
Where do you expect them to show up mate?

I mean when i click quick mission builder i have the same 4.12.2 stock maps, but none of the tfm maps but everything else works its weird.

QMB runs with missions made for it. If you go to FMB there you can load the maps and make QMB missions... you have some of them somewhere in the forum.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 04:59:38 PM
Hi again,
Although the TFM-412 sets are self contained, the SFS files, containing vital compressed data, are only to be found inside UP3 and DBW for 410.  It would therefore be best to start with DBW for 410 and get a good modded set up and running.  Practice with that and upgrade it further later on.  While running DBW for 410, check out the DBW_1916 and SCW sets too. 
Hmmm... I think the SuperPatch installs all patches up to 4.12.2 and UP3RC4 (and DBW to 1.7). So those files will be there... I think???

After 410, 412 is 'the next level', for graduate combat pilots.  Usually only grizzled veterans get this far and are muttering "takka takka takka" under their breath as you pass them.  No worries, keep your head up and press on, we need all the pilots we can get, you are most welcome.
New to the site... but not so new to IL-2.... I've been playing this sim for about 12yrs  ;)
I duck below the desk when I fly under a bridge sometimes, is that good enough?  :D Only done it once upside-down though...

Porky

I think you are right Porky.  As an old hand at Il2 you will appreciate humour, we do that a lot here.   ;D

If you are patched to 4:12.2m, check the availabilty of the 19x SFS files and get the SAS Modact 5.3 + AI Flyables installed.  TFM-412 is not an Official DBW, since that's 410.  Instead, with the new Selector installed, you should select SAS Modact to fly this set.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 05:01:17 PM
Hi all:

Snagged a couple of minutes and uploaded the fixed Trees files. There was one other one I noticed that was oversize so I ran that one through as well.

Here's the .rar file:

http://www.mediafire.com/download/xzx3dpvf6h2w3y3/Smaller_Trees_Files.rar (http://www.mediafire.com/download/xzx3dpvf6h2w3y3/Smaller_Trees_Files.rar)

Hope this helps.

edit: Took another minute and delved back into the downloads. In #TFM412-19_Map-Pack-3 the unworkable files were introduced. I had dl'd this April 3rd. You can go back into #TFM412-01_MAPMODS and get working versions from there as well. It would be faster than dl'ing this fix from me and installing it.

Hope this helps more.

Bob
Thank you Bob, these will be integrated into the next set, much appreciated.  ;D
Title: Re: TFM-412 The Next Level
Post by: Adger on April 14, 2014, 05:12:53 PM
Hi Monty is there anyway of adding a patch that fixes the issues of TFM412-01_MAPMODS, TFM412-13_Lucky-13,TFM412-14_Curvature,TFM412-23_Wildcats..(before April 13 ver).without having to disable JSGME then redownload and then Enable JSGME again.?..(i know im a lazy sod )

 
Title: Re: TFM-412 The Next Level
Post by: ForkTailedDevil on April 14, 2014, 05:13:48 PM
I thought I had TFM working great until I try to fly the Sea Gladiator mod:  Game crashes instantly to desktop.  Also the P.37 has no ordnance.  I went and added the Polish bombs to my #SAS folder but still no bombs.  Does anyone have an air.ini with all of the updated planes?  Do I need to manually add all of the new aircraft?  I does not appear that when each update is added that there is any changes made to it.

Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 14, 2014, 05:54:35 PM
May have been your prob the whole time, because once I forgot to activate it and kept getting 5% CTD, until I activated it, lol

That was it!  At least through TFM#16.  I haven't had the time to enable down through #24 yet, but I plan to the next day or so.  Man, has that been rough on a seventy-one year old Texan.  When I read the instructions at the AI aircraft mod, I downloaded it, then the site I looked at said to download then click the installer and let it do its thing.  Well, quite apparently that wasn't the way I should have done it.  When I copied the files into jsgme and enabled it there, everything worked as advertised.  I had previously deleted my whole IL2 folder four times and started over, each time with the same results.  Hung up on #11.  But not now.  Thank you very very much for your help.  Maybe my ineptitude will help someone else with the problem if the experience it.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 09:22:42 PM
Hi Monty is there anyway of adding a patch that fixes the issues of TFM412-01_MAPMODS, TFM412-13_Lucky-13,TFM412-14_Curvature,TFM412-23_Wildcats..(before April 13 ver).without having to disable JSGME then redownload and then Enable JSGME again.?..(i know im a lazy sod )
No, since the fixes involve removal of certain folders and items and I can't do a negative anti-matter upload yet.  ;D
Stick with the previous fixes or re-download at your leisure, no shortcuts.    :o :(
Title: Re: TFM-412 The Next Level
Post by: Lanceforthright on April 14, 2014, 09:43:22 PM

Firstly, Monty....What an excellent deal of effort in making an excellent game even better. Your previous work in developing a TFM mods package for 4.10 breathed new life into an already great game.

To the community, I would like to ask for some assistance. Apologies, I am no where any good with this. Some would call it "Simple mindedness".

With the previous 4.10 version, it was pretty easy, but I am a little lost in this version and keep getting to 5%, then returning to the selector.

Just to recap....

Download to 4.12.2 - Check game - All good
Download Modact 5.30 - Check Game - All good

I just want some clarity from this point onward please. What happens next? I ask this because, I then added the first Mod 412_01 and in the jgsme app drag it across to the right after the ai flyables, and then go to the selector. Start her up, and get to 5% then back to selector. I am clearly missing something, right in front of my face. Having been a member of this community for some years, I am confident I won't be judged too harshly....With respect, Thank you for any assistance.

Again, marvellous, marvellous work Monty, and indeed, everyone that has contributed their time and effort to this wonderful game

Kind regards
Title: Re: TFM-412 The Next Level
Post by: Forager on April 14, 2014, 09:57:31 PM
Lanceforthright, you may have missed this on page 1:

For the expanded map packs to function please ensure that you have these UP-SFS files in your Il2-Root Directory:
Code: [Select]
up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs

If you have a working copy of 4.10.1 with DBW and the New Full Monty, those files are in it and can be copied into 4.12.2.
That should be done before any of the new packs are added.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 11:25:59 PM
Hi Monty,

Just to confirm - are the fixes on page 1 (3do's and Crimea map) sufficient to avoid re-installing the affected packs? If so i'll just leave it at that.

Cheers,

Mick
Yes, later downloads don't need the fixes but if fixed before you are fine.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 14, 2014, 11:28:59 PM
I thought I had TFM working great until I try to fly the Sea Gladiator mod:  Game crashes instantly to desktop.  Also the P.37 has no ordnance.  I went and added the Polish bombs to my #SAS folder but still no bombs.  Does anyone have an air.ini with all of the updated planes?  Do I need to manually add all of the new aircraft?  I does not appear that when each update is added that there is any changes made to it.
Adding the Polish Bombs (to the #SAS folder) solves the loadout issue - http://www.mediafire.com/?m1jby5blbm7vvmq - But the classfile fix for the bombsight is causing a CTD for me so I have left it out for now.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 15, 2014, 12:15:42 AM
try to fly the Sea Gladiator mod:  Game crashes instantly to desktop. 
No problems here, both loads fine; openCanopy,weapons are OK.
what tells log?
Title: Re: TFM-412 The Next Level
Post by: Adger on April 15, 2014, 03:40:55 AM
Hi Monty is there anyway of adding a patch that fixes the issues of TFM412-01_MAPMODS, TFM412-13_Lucky-13,TFM412-14_Curvature,TFM412-23_Wildcats..(before April 13 ver).without having to disable JSGME then redownload and then Enable JSGME again.?..(i know im a lazy sod )
No, since the fixes involve removal of certain folders and items and I can't do a negative anti-matter upload yet.  ;D
Stick with the previous fixes or re-download at your leisure, no shortcuts.    :o :(

Cheers for the Heads up Monty..il redownload and re JSGME later ...Thanks for all your work Pal
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 15, 2014, 05:01:52 AM
Improved Sounds: - One of the best, and most stable, sets of great sounds can be found in HSFX.
People who want to use these sounds with TFM-412 need the files; fb_hfxsounds01.sfs and fb_hfxsounds.sfs from the HSFX set.  Put these into your SFS_AUTO folder and enjoy a richer soundset!

Is there a seperate download for these two .sfs files anywhere? I dont use HSFX and dont want to download the whole thing just to get these

Cheers
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 15, 2014, 05:46:39 AM
Improved Sounds: - One of the best, and most stable, sets of great sounds can be found in HSFX.
People who want to use these sounds with TFM-412 need the files; fb_hfxsounds01.sfs and fb_hfxsounds.sfs from the HSFX set.  Put these into your SFS_AUTO folder and enjoy a richer soundset!

Is there a seperate download for these two .sfs files anywhere? I dont use HSFX and dont want to download the whole thing just to get these

Cheers

Look here, thanks to JotaC:

http://www.mediafire.com/download/qv7dqbvo06qvd4g/fb_hfxsounds01.sfs

http://www.mediafire.com/download/kzn6qglyz5zc2mr/fb_hfxsounds.sfs
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 15, 2014, 06:08:50 AM
Hi Monty,

I don't want to start getting into requests for individual mods but you may be interested in this one for inclusion in a future pack:

http://www.sas1946.com/main/index.php?topic=37384.0

I have tested it on a ground attack FMB mission in TFM-412 and it works fine. As we have Typhoons and P47's already included, it sure makes attacking German airfields on Western Front maps interesting.

Bergkamp

Title: Re: TFM-412 The Next Level
Post by: oldschoolie on April 15, 2014, 06:33:49 AM
Still no joy with downloading the Ships additions. Anyone going to fix the problem or do we just give up?
Quite funny:  no replies to this whatsoever. Assume no one else seems to have a problem. Bye bye.

Hooray. On 14 Apr it allowed me to download the missing bits. Now all(!) I have to do is install it and have it working...Many thanks to those who did all the assenbly work on this monster.
Title: Re: TFM-412 The Next Level
Post by: Avid Sim Player on April 15, 2014, 06:37:12 AM
Managed to activate successfully all 24 packs but some of the Mods are inoperable, especially the jet fighters F-100, Fury etc, and that after downloading and reinstallig the mended packs-12,13,14,23.
Title: Re: TFM-412 The Next Level
Post by: Lanceforthright on April 15, 2014, 06:56:19 AM
Forager,

Thank you for your assistance with my question. I did in fact miss the existing files in my enthusiasm, and I am now on the right path. Thank you for taking the time to help.

Blue skies!
Title: Re: TFM-412 The Next Level
Post by: Forager on April 15, 2014, 07:15:39 AM
Lanceforthright,
You're welcome, let us know how it goes.

I am not sure, but you may also need the "SAS_AI_Flyables_5.30_for_IL2_4.12.2" as well.

Check the install requirements carefully:

INSTALL CHECKLIST
1)Clean Il2/1946 4:12.2m install required. - Tested and working.
2)Add SAS Modact V5.3 and AI Flyables.     - Tested and working.
3)Add UP-SFS files from UP3 Packs (see the list below).
4)Add new #TFM-412 Packs to JSGMEMODS and activate in order.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 15, 2014, 08:15:43 AM
Managed to activate successfully all 24 packs but some of the Mods are inoperable, especially the jet fighters F-100, Fury etc, and that after downloading and reinstallig the mended packs-12,13,14,23.

F-100s works fine here, but Fury has a problem:
Players plane gets on fire (and explodes) when AI does the start.
non-players works.
Title: Re: TFM-412 The Next Level
Post by: Avid Sim Player on April 15, 2014, 09:10:15 AM
Thank for your reply Gerax but when I launch a QMB with the F-100 or F-86 I get clear vlue sky, no cockpit and no control over the aircraft.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 15, 2014, 09:50:04 AM
does it work in FMB?
Title: Re: TFM-412 The Next Level
Post by: milou on April 15, 2014, 11:36:27 AM
Hi everyone, first of all, thanks for this absolutly amazing TFMmod, it makes IL2 an all new sim now.
my question is about the Mi-24 (with such a perfect flight model  :P ) but i noticed that it's overheating really really fast even at low power  :'( and after a short time, it takes fire
any idea of why is it happening ? or maybe i forget to do something before take-off, or any other idea ? :)
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 15, 2014, 01:46:55 PM
milou, read the thread of the hind how to 'operate' this heli.
http://www.sas1946.com/main/index.php?topic=32888.0
do not forget helis are kind of workarounds only in Il-2.
this sims engine was not built to support such mods.
Title: Re: TFM-412 The Next Level
Post by: milou on April 15, 2014, 02:42:17 PM
thx for the answer, i'll check this out (didn't saw there was this topic  :-[ )
Title: Re: TFM-412 The Next Level
Post by: andqui on April 15, 2014, 03:19:41 PM
Isn't one of the Cold War / Jet War packs included in this compilation supposed to remove engine overheat from jets? I've tried a few and I'm still getting them- the 262 overheats at 80% and above.
Title: Re: TFM-412 The Next Level
Post by: Forager on April 15, 2014, 09:32:08 PM
The PA_Jeronimo_cowling, engines and props 3do plane B-24D and B-24J folders seem to be missing some MSH and MAT files.
There are only one or two in the B-24 folders and the cowlings are not smooth.

Also, as andqui stated above, there seems to be an overheating problem with some jets, for me the F-84.

As always, just posting as information and thanks all for TFM.



Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 16, 2014, 01:00:29 AM
Thanks for the sound file files Bergkamp (please dont tell me your a gooner!) and JotaC
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 16, 2014, 03:39:04 AM
Thanks for the sound file files Bergkamp (please dont tell me your a gooner!) and JotaC

Roger that! And suffering as usual under the guidance of our glorious leader. French Twat.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 16, 2014, 04:23:22 AM
gooner, french twat .. whats that?  ???
Ah, I see: its about British football!  :D
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 16, 2014, 05:08:40 AM
gooner, french twat .. whats that?  ???
Ah, I see: its about British football!  :D

Apologies for any misunderstanding. No personal offence intended!  :-[ He is the Arsenal manager. Not much love lost for him amongst the faithful right now.

Seems to be a quiet day in TFM land.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 16, 2014, 05:09:32 AM
Seems to be a quiet day in TFM land.

(https://www.mediafire.com/convkey/d280/cyx8f6fraaj3ccq6g.jpg)

#TFM412-25_Carrier Wings
A7M2 By 101tfs
MB152 By Ranwers
AC-47 Spooky By CY6
Arsenal_VG33 By mac1
LeO451_v1.3 By Ranwers
Dewoitine D.520 By Ranwers
CaudronCR714 By =JFC=PhilHL
Oriskany & Hancock By Karla
Essex carrier crew by Ranwners
Ki-44 Gunsight fix By Stefan SG
Early carrier mods by Diving_Hawk
Stationary Upgrade By Mission Bug
Ki-44 extra classfiles By Vampire Pilot
ShipExtention2.20.0(4122) By western0221
Essex angled deck carriers By western0221
No Open Canopy Flight Model Fixes By Paulus and Vega
Clemenceau class 6 ships pack ver1.30 (4.12.2m) By western0221
Ki-44 extracted from Tainan-kosho v1.2B By Japancat, Malone and Rebel

#TFM412-25_Carrier Wings
DOWNLOAD-         https://www.mediafire.com/?97pu96ra8ot7niu
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 16, 2014, 05:44:36 AM
Me and my big mouth! ;D ;D Downloading now
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 16, 2014, 08:04:09 AM
There is a typo in a folder:

#SAS/02_SHIPS_Plowshare/3do/ships/USSCawpensCVL25_1944
       should read
#SAS/02_SHIPS_Plowshare/3do/ships/USSCowpensCVL25_1944

Keep up the great work.

Bob
Title: Re: TFM-412 The Next Level
Post by: andqui on April 16, 2014, 08:13:16 AM
gooner, french twat .. whats that?  ???
Ah, I see: its about British football!  :D

Apologies for any misunderstanding. No personal offence intended!  :-[ He is the Arsenal manager. Not much love lost for him amongst the faithful right now.

Seems to be a quiet day in TFM land.

FA Cup Final and still in Champion's League spot not good enough for you? :p
Title: Re: TFM-412 The Next Level
Post by: Danyfly on April 16, 2014, 01:28:44 PM
Seems to be a quiet day in TFM land.

(https://www.mediafire.com/convkey/d280/cyx8f6fraaj3ccq6g.jpg)

#TFM412-25_Carrier Wings
A7M2 By 101tfs
MB152 By Ranwers
AC-47 Spooky By CY6
Arsenal_VG33 By mac1
LeO451_v1.3 By Ranwers
Dewoitine D.520 By Ranwers
CaudronCR714 By =JFC=PhilHL
Oriskany & Hancock By Karla
Essex carrier crew by Ranwners
Ki-44 Gunsight fix By Stefan SG
Early carrier mods by Diving_Hawk
Stationary Upgrade By Mission Bug
Ki-44 extra classfiles By Vampire Pilot
ShipExtention2.20.0(4122) By western0221
Essex angled deck carriers By western0221
No Open Canopy Flight Model Fixes By Paulus and Vega
Clemenceau class 6 ships pack ver1.30 (4.12.2m) By western0221
Ki-44 extracted from Tainan-kosho v1.2B By Japancat, Malone and Rebel

#TFM412-25_Carrier Wings
DOWNLOAD-         https://www.mediafire.com/?97pu96ra8ot7niu

Thanks again for this new package including famous French planes.
However I noticed that it's impossible to change the skin of the Caudron-CR-714 even if we create in the skin directory a folder named Caudron-CR-714 !
Any idea?
 
Title: Re: TFM-412 The Next Level
Post by: Hubberranz on April 16, 2014, 02:52:40 PM
However I noticed that it's impossible to change the skin of the Caudron-CR-714 even if we create in the skin directory a folder named Caudron-CR-714 !
Any idea?
http://www.sas1946.com/main/index.php?topic=26224.msg446247#msg446247
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 16, 2014, 03:31:46 PM
NOTAMS:
April 16th, 2014

Due to some re-structuring it will be necessary to roll back our TFM-412 installs to Pack-22. 

After this, new uploads of sets 23/24/25 will come into effect. 

This is because SAS is currently negotiating in good faith with the Il2 Freemodding site.  We would like to be more inclusive and eventually may even share TFM-412 with them.  In the long term we look forward to a more productive relationship.

In the immediate short term I am going to remove a disputed airplane, the F-82 Twin Mustang from Set 23, and hope that we can come to a wider agreement in the near future.

This will also affect sets 24 and 25, since they are cumulative, but once over this hiccup we can positively look forward to more great 412 content in the near future.

THE CHANGES HAVE BEEN MADE AND THE F-82 REMOVED
For those who have some of these sets already, a quick fix to ensure compatibility is this:

REM this line from ...Il2/#SAS/STD/Air.INI: F-82F  air.F_82 1 NOINFO  usa01 DESERT
Delete this folder ...Il2/#SAS/STD/00_F-82F

New sets from April 17th, 2014
#TFM412-23_Wildcats.rar
#TFM412-24_Coldwar2.rar
#TFM412-25_Carrier Wings.rar

After this compatibility will continue without the F-82F.  I really hope that the talks go well and we can all figure out a way to get on together.  It will be great to be on good terms again and able to share in all perspectives of our wonderful sim.  Congratulations to all involved in the negotiations, for having the courage to put aside wounded pride and pre-conceptions and extend the hand of friendship again, for the good of everybody who loves Il2 Mods.
Title: Re: TFM-412 The Next Level
Post by: Hubberranz on April 16, 2014, 03:36:00 PM
Download #20  "map pack 4" contains excess of files in Mapmods\MAPS\3do\Buildings\Mod_JIR...containing 59 folders with 708 files.
they are also found in their right place in Mapmods \3do\Buildings\Mod_JIR\ ... 90 folders with 1024 files.
In MAPS is the wrong place.

update 04 19 14: file C&C_1966 of download #24 is entirely a duplicate of 10 classfiles and they are not in use there; only readme info is good.
These are also applied into +0000_CY6_Command_and_Control_v3.031 by same download #24.

 These "duplicates" have no consequence when running the game.
... since the fixes involve removal of certain folders and items and I can't do a negative anti-matter upload yet.  ;D
Title: Re: TFM-412 The Next Level
Post by: ls on April 16, 2014, 04:03:16 PM
Report: LeO451 from pack #TFM412-25_Carrier Wings doesn't load in QMB: Error Mission loading failed: null.

P.S. Due to necessity to roll back to Pack-22 - how to do it when I'm not using JSGME (I'm just putting TFM packs in #SAS folder)? Will it be enough to put in #SAS folder new versions starting from pack 22 (and of course deleting F-82)?
Title: Re: TFM-412 The Next Level
Post by: Forager on April 16, 2014, 05:01:27 PM
"For those who have some of these sets already, a quick fix to ensure compatibility is this:

REM this line from ...Il2/#SAS/STD/Air.INI: F-82F  air.F_82 1 NOINFO  usa01 DESERT
Delete this folder ...Il2/#SAS/STD/00_F-82F"

I take this to mean that if I do the above, I do not need to roll back and reinstall the 3 packs, is that correct?

Why does the removal of 1 plane necessitate reloading 3 packs?
Never mind, I think I figured out why, because the F82 entries need to be removed from all 3 packs, right?

Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on April 16, 2014, 09:28:30 PM
Can you make a package that has the required files to run the NEW-TFM campaigns? Especially The Desert Air Force :)
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 17, 2014, 01:02:54 AM
Sorry Bergkamp! I'm a born and Bred yid (can I say that here?)
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 17, 2014, 02:10:40 AM
thx a lot for the new pack Simon :)

for those who do not want to roll back 3 packs, there is no need to do so!
TFM is a consecutive build of mods and their respective entries in ini and properties files; so if you know how to add or delete mods, it is very easy to modify the respective ini files (in this case the F-82) and still have a working game;
in this special case, just do what Simon has posted in his NOTAMS, this is done in less than a minute and ensures you are still in sync with any new pack that Simon will release;
alternatively, just keep the game as it is currently with the 25 packs enabled and wait for Simon to release #26 (he has done the editing of the ini files for you then) and THEN put a - in front of the F82 folder!

Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 17, 2014, 02:16:33 AM
Exactly as Phil says.  I'm sorry for a few bits still to sort out, that will be corrected by the next release.  But what about those carriers?  Fantastic stuff.  Surely we have the most modded 412 so far!  8)

On Campaigns and missions - They will all be new and they are coming...
Title: Re: TFM-412 The Next Level
Post by: Danyfly on April 17, 2014, 02:53:54 AM
However I noticed that it's impossible to change the skin of the Caudron-CR-714 even if we create in the skin directory a folder named Caudron-CR-714 !
Any idea?
http://www.sas1946.com/main/index.php?topic=26224.msg446247#msg446247
Hi Hubberranz
Many thanks !! :)
Now I can see these beautiful skins !  :)
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 17, 2014, 05:40:02 AM
JSGME! You can stick it as far as i'm concerned - I'm sticking with Manual install from now on in guys! I've just tried to load Pack25 thru JSGME, I left it running for almost 2 hours and zip, it wouldnt be too bad if it a progress bar?

I eventually cancelled it and did a manual copy/paste of the #SAS folder - it took 20 minutes !!

I'll do any edits/patches manually from now on
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 17, 2014, 05:47:12 AM
way to go MAK :)
forget JSGME, too space consuming and too cumbersome IMHO
direct install is the and using the Selector is the best way to go
Title: Re: TFM-412 The Next Level
Post by: Forager on April 17, 2014, 07:16:30 AM
Manual install is indeed much faster and very simple for anyone familiar with the process.

JSGME is the only option for many people and I wish anyone going that route much luck....get some books or several movies and go for it.

Manual install or JSGME, the end result is great and appreciated.

Title: Re: TFM-412 The Next Level
Post by: andqui on April 17, 2014, 08:40:08 AM
I hope I don't accidentally turn this into an annoying requests thread, but are there any plans for packs with ground objects? I'm working on writing a mission validator program, which goes through a .mis files and makes sure the aircraft, weapon loadouts, skins, ground vehicles, ships, etc are all there in the il2 install. This pack is very well flushed out in everything but the tanks/vehicles/infantry/artillery type objects, and those are by far the most errors I get.

thanks
Title: Re: TFM-412 The Next Level
Post by: solotk on April 17, 2014, 09:17:15 AM
Quote
Sorry Bergkamp! I'm a born and Bred yid (can I say that here?)

I think you can, but not on the terraces even if you're a die-hard Spurs Fan according to that ridiculous case!

Bergkamp, keep the faith Brother, the mighty Frenchman will see us through. Oh wait, Thierry isn't there anymore and I just looked at where we are in the Premier :(
Quote
Fetch Madame La Guillotine!
:)

Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 17, 2014, 09:47:07 AM
Simon, just to let you know....the LeO 451 as is in stock TFM now does not work-100% mission loading null error;
replacing the folder with the one Stefan has made available in the LeO-451 thread in the twins section helps and the LeO works then...
I also copied over the arms folders for spanish, french, polish etc. arms from my 4.10 DBW and so far nothing is broken, might be an idea to add those to a future pack as well;
I can also confirm that Hubberanz fix for the Cr-714 skins not showing does work as well...
and concerning cockpits, I am currently trying to get Freddy´s pit for the TBolt to show up in game and have succeeded with the sole exception of the D-27 model;
my fix for DBW 4.10 for this problem with the new Jugs pack does not work for 4.12.2 unfortunately, well it does for all Jugs except the D-27 which crashes at 30% mission loading then;
adding all classfiles from Freddys pit into the 4.12.2 version of the Jugs breaks the loadouts, but I am still trying :)

and maybe could you add some more of the great pits that are available for several planes?
the Ponies could need some and several other planes too :) - just a suggestion :)

other than that, great work with the packs :)

Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 17, 2014, 10:36:36 AM
UPDATE: if anyone is interested in Freddy´s pits in newTFM for 4.12.2, they ARE WORKING!!! :)
I also updated the Ponies with Cromhunts pits and will do so for the Corsair...man I am going to like this new 4.12.2 TFM more and more :)
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 17, 2014, 11:04:22 AM
many thanks Hamm!  :)

Griffon, I fully understand what you are doing.  ;)
I made me a copy (!) of #SAS_tfm folder to make 'my' changes there.
No, it doesn't cost much HD space, most parts I copied with symbolic links.

But the one tfm pack is installed following Monty install guides by the letter.

So, this:
it is very easy to modify the respective ini files (in this case the F-82) and still have a working game
I'll do any edits/patches manually from now on
its true: of course you can do so, yes, when knowing what you are doing.

BUT: tfm installed via jsgme is ideal for all the members who have problems with installing mods, with editing ini files etc. There are lof of such guys here. I moderate and help for 5 years now and this is the main problem people have with IL-2 modded. Believe me: I know them all.  And all the stories. And how hard is it to track what they did and to give proper help.

jsgme here should be a save way and it doesn't matter how long it takes to enable a pack (I did a roll back and it costs me a day, so what).

So to all who are no experts: its better to stick with jsgme. Wait until Monty uploads packs fixes before changing or adding something in/to the packs just to save a little bit of time. It needs much more time when you do something wrong and can't repair it. And its nearly impossible to give help then.  ;)
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 17, 2014, 11:07:47 AM
+1, Direct Install should be for advanced users.
Title: Re: TFM-412 The Next Level
Post by: Griffon_301 on April 17, 2014, 11:11:30 AM
Gerhard I fully second what you have posted!!!
JSGME is the safe way to go but unfortunately also the slowest;
I use it for modding SH4 and it takes ages to activate some of the larger packs, fortunately the mods for SH4 do not come as quickly as the mods here though :)
and I admit I also started adding TFM with JSGME, but got converted pretty soon by Guy´s great Holy Grail thread and converted to the direct install dark side soon thereafter :)

for the time being, i also stick to Simon´s packs and do not add anything that requires editing any ini or properties files, that´s why I will also leave the F-82 in and rem it out once pack #26 is released, but adding some stuff that simply enhances what is already there is also quite easy (3d fixes and pits, if they work) and does not require editing files so my newTFM 4.12 might receive some additional treats that way...

but as said, for beginners or fans of TFM who want to do it the easy and safe way, JSGME is the only way to go :)

ps.: Gerhard, could you maybe post a short how to for using symbolic links? I have not gotten too deep into this new Windows Thingie yet I have to admit...
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 17, 2014, 11:18:46 AM
i was surprised how long it takes when jsgme starts to enable on of the later packs... 
CPU heat is going up and nothing happens. and the best is: task manager says: jsgme is inactive. but exactly this jgsgme takes CPU 50% and more? ???
much 'thinking' going on in the background it seems...  ;)

But in the end it works. And no CTD what is most important for most people here.   :)

Title: Re: TFM-412 The Next Level
Post by: CorsairX on April 17, 2014, 11:48:46 AM

If anyone is interested I have put a few missions together for use in TFM 412.

Find it here:

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1956


This is very much welcome, thank you!
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 17, 2014, 11:53:21 AM
Guys, I wanna dump all my cold war stuff  - I know I have to delete the aircraft folder, air.ini, stationary and technics entries but is there any other pitfalls to look out for?

Cheers,

Mick
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 17, 2014, 12:07:18 PM
So, what do you mean with "all" Coldwar stuff?
Does it mean also the Ships, the coldwar objects, the Engine mod?
the complete Il-2 1956 parts?
Title: Re: TFM-412 The Next Level
Post by: NS~mati140 on April 17, 2014, 01:05:20 PM
OMG, dat pack...   :o Me Gusta  ;D

It's been reeeeeeaaally long since I last visited this place.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 17, 2014, 02:08:18 PM
Very Cool

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-04-17at22-04-46_zps7a6c8df8.jpg~original)
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 17, 2014, 05:20:45 PM
I'm working on writing a mission validator program, which goes through a .mis files and makes sure the aircraft, weapon loadouts, skins, ground vehicles, ships, etc are all there in the il2 install.

Will you be making this validator program available? I think this would be a great addition as, for now, I'm copy/pasting 4.10 DBW missions into 4.12.2, running them through FMB, resaving those missions and, finally, do a side-by-side comparison until my eyes give out. With over three hundred missions it also takes a considerable amount of time!

Bob
Title: Re: TFM-412 The Next Level
Post by: Gaston on April 17, 2014, 05:46:45 PM
If you do a side-by-side comparison, you should use the WinMerge software : it will point you directly on the differences between the 2 files, make them evident with colours. Very easy to use, and... free !
Title: Re: TFM-412 The Next Level
Post by: andqui on April 17, 2014, 06:01:58 PM
I'm working on writing a mission validator program, which goes through a .mis files and makes sure the aircraft, weapon loadouts, skins, ground vehicles, ships, etc are all there in the il2 install.

Will you be making this validator program available? I think this would be a great addition as, for now, I'm copy/pasting 4.10 DBW missions into 4.12.2, running them through FMB, resaving those missions and, finally, do a side-by-side comparison until my eyes give out. With over three hundred missions it also takes a considerable amount of time!

Bob

Sure, if there's interest. It's very very rough now, and has a few limitations (like if a plane doesn't have weapons.properties entries, the program doesn't know where to look to see if the loadout is correct). I was a little bit lazy in writing it, and as such it crashes when it gets errors like missing files rather than exiting smoothly, but it works for the most part.
Title: Re: TFM-412 The Next Level
Post by: slipper on April 18, 2014, 04:57:20 AM
Has anyone tried installing these modpacks using Benitomuso's totalModder application? Just wondering as it is very good, no files are copied so you can't mess up your install. I haven't tried it for this yet but it works perfectly in DBW 1.71.

interested to hear

slipper
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 18, 2014, 06:23:06 AM
Sorry Gerax - I meant just the jets and Heli stuff, I never fly 'em and just wanted to create some space
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 18, 2014, 07:36:42 AM
do you run into the java wall? or running out of HD space?
If not I would not advice it. Let it.  ;)
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 18, 2014, 08:21:28 AM
Help, My Carriers are stationary, no mater what speed I put them they just sit dead in the water, any body else having this problem?

(http://i163.photobucket.com/albums/t283/BravoFxTrt/2014-04-18at16-17-57_zpsfb980fc2.jpg~original)
Title: Re: TFM-412 The Next Level
Post by: jt189 on April 18, 2014, 08:58:03 AM
No I am not they move just the take off sucks
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 18, 2014, 09:01:20 AM
Thanks Gerax I'll leave as is I think.

BTW guys, Got a problem with the MTO map in QMB; If I select target 'none' I get a load.ini failure, If I select 'armor' I crash back to desktop??

Also theres the wrong Whirlwind skin folder in paintschemes it should read WhirlwindMKII not WhirlwindA

Cheers
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 18, 2014, 09:51:39 AM
Help, My Carriers are stationary, no mater what speed I put them they just sit dead in the water, any body else having this problem?

Tried out 3 Essex class CV125's, 3 Essex Long Hull and a couple of early CV's and all moving ok through water. Tested on direct and JSGME install for TFM412.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 18, 2014, 10:10:49 AM
Thanks guy's for your input, I think I fouled up my SAS Engine Mod, Im working to fix it.
Title: Re: TFM-412 The Next Level
Post by: swell on April 18, 2014, 12:45:19 PM
Hallo

I have that same problem but nobody have a solution for it!!
So i went for a direct instal and problem solved!

Thanks
Title: Re: TFM-412 The Next Level
Post by: RDDR Hangar19 on April 18, 2014, 09:34:46 PM
 1st Post on this
If your careful,and follow the directions to the letter.. ;) It will all work for you.

Honest,
RDDR
Title: Re: TFM-412 The Next Level
Post by: Panter on April 18, 2014, 11:26:12 PM
MIG 21 PF, PFM, FL missing engine sounds, and internal canopy mesh in cockpit view...
MIG 21 with Radar just missing engine sounds
Not so for me or any of the testers, so it may be you are missing something your end.  Lets see if others can confirm.
Hi All, I have same problem, i have coppied this two files in root directory and it does not work. Sound of Mig 21 is missing. Can you help?
Title: Re: TFM-412 The Next Level
Post by: foxhound on April 19, 2014, 05:36:05 AM
monty could you do some adjustments for those speech packs please? it sounds horrible as germans are speaking mixture of german and english or that soviets speak english. But those female ground controllers voice is awesome :)
Title: Re: TFM-412 The Next Level
Post by: Bizu on April 19, 2014, 08:48:21 AM
Is there any problem if I enable Ai Flyables last?

And second thing, after enabling TFM 13 it stopped asking me about overwrite, is that normal?
Look:

(http://i.gyazo.com/b382ff6384d3e255981e5194d888d5e7.png)
Title: Re: TFM-412 The Next Level
Post by: FNRennier on April 19, 2014, 09:55:40 AM
Bogdan "Bîzu" Constantin,
Monty recommends placing "#SAS_Flyable AI Aircraft"
first
Title: Re: TFM-412 The Next Level
Post by: 361st_Hoss on April 19, 2014, 10:13:11 AM
Is there any problem if I enable Ai Flyables last?

And second thing, after enabling TFM 13 it stopped asking me about overwrite, is that normal?
Look:

(http://i.gyazo.com/b382ff6384d3e255981e5194d888d5e7.png)

No it's not, you need to move everything back to the left a nd make sure it's unpacked and in the correct jsgme format. Sounds like it was going somewhere else and not the Files folder.  And follow Simon's instructions to the letter.  It is better to spend 15 minutes reading the manual than hours trying to figure out why it did not work.............. Don't cut corners........... RTHFM!
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 19, 2014, 10:23:33 AM
Anyone know if Ultraspain 4.12.2 works on top of this? Also has anyone got the Lancaster to install? I get a 60% CTD when I try to install the 3d improvements version.

BTW,  The CR32, J1N1, SAS Beau's and Spits Mk14/Griffons all work (at least for me)

Bogdan - You probably cancelled the overwrites in error thinking it had done the job, these JSGME installs can take well over an hour each mate - if you know what your doing try manually install instead
Title: Re: TFM-412 The Next Level
Post by: Bizu on April 19, 2014, 10:51:40 AM
I saw what went wrong, from pack 15 the rest were extracted in another folder (I mean they had an additional folder inside them and when I enabled them they were extracted in the root folder by jsgme instead of the #sas folder, it's all fixed now but I have to activate them all again...

Thank you all!
Title: Re: TFM-412 The Next Level
Post by: Ace on April 19, 2014, 01:16:56 PM
Hello,

Thanks for all his modes!

Still, I have a few things that aren't working.

On the Stock B-24 J, B-24J By SAS~Sani and LiberatorGR.V By Doc Holiday the guns of the ventral turret under the player control don't shot.

On the B-24D By SAS~Riken, under the player control, on the dorsal turret the guns don't shot and I get out of ammo message,
the ventral turret the same problem was in the other versions, on the tail turret apparently just the right side gun shots.

On the Bell AH-1 Cobra, when controlling  the turret I get out of ammo message.

Finally, in qmb with the LeO451_v1.3 By Ranwers, the mission doesn't load, I get the message Mission Loading Failed: Null.


Regards,
Ace
Title: Re: TFM-412 The Next Level
Post by: Panter on April 19, 2014, 01:19:26 PM
MIG 21 PF, PFM, FL missing engine sounds, and internal canopy mesh in cockpit view...
MIG 21 with Radar just missing engine sounds
Not so for me or any of the testers, so it may be you are missing something your end.  Lets see if others can confirm.
Hi All, I have same problem, i have coppied this two files in root directory and it does not work. Sound of Mig 21 is missing. Can you help?
solved, sorry it works ( it means to copy in my presets and in my samples,  I have copied the files in wrong folder.  Thank you
Title: Re: TFM-412 The Next Level
Post by: harpia on April 19, 2014, 02:15:54 PM
A big thanks to Monty and everyone who contributed to this wonderful TFM12! ;D ;D ;D ;D ;D ;) ;) ;) ;) ;)
Title: Re: TFM-412 The Next Level
Post by: Antae_destronas on April 19, 2014, 04:03:42 PM
Hi all

Big thanks to all the team. ;D ;D ;D

 I have already installed it but I am having a problem:
when I install #21 Midway I get a 70% crash. The 'conflictive' files are chief.ini, stationary.ini and ships.ini. I can't find the error, could someone help me?

This is the log, if it helps, it starts checking some ships, for example:

Code: [Select]
[8:06:30 PM] Ship: Value of [USSLexingtonCV2_42]:<Mesh> not foundCan't set property
[8:06:30 PM] java.lang.RuntimeException: Can't set property
[8:06:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[8:06:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[8:06:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[8:06:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:193)
[8:06:30 PM] at java.lang.Class.forName0(Native Method)
[8:06:30 PM] at java.lang.Class.forName(Unknown Source)
[8:06:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[8:06:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[8:06:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[8:06:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[8:06:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[8:06:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[8:06:30 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[8:06:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:06:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSLexingtonCV2_42

But I think the problem comes with this, right at the end:

[code]
[8:07:23 PM] Main begin: PlMisStatic: class 'ships.ShipCastleGun$MaratGun' not found
[8:07:23 PM] java.lang.RuntimeException: PlMisStatic: class 'ships.ShipCastleGun$MaratGun' not found
[8:07:23 PM] at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:666)
[8:07:23 PM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[8:07:23 PM] at com.maddox.il2.builder.Builder.<init>(Builder.java:3134)
[8:07:23 PM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[8:07:23 PM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[8:07:23 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
[8:07:23 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[8:07:23 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[8:07:23 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[8:07:23 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 19, 2014 8:07:23 PM] -------------- END log session -------------

Thanks!!
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 19, 2014, 05:17:55 PM
Alberto, I wouldnt start the Game until all Packs are installed.

 There is something you are missing, so if you using JSGME to activate all Packs, just roll back to where you think the problem is.
Title: Re: TFM-412 The Next Level
Post by: Bearcat on April 19, 2014, 09:02:04 PM
I'm working on writing a mission validator program, which goes through a .mis files and makes sure the aircraft, weapon loadouts, skins, ground vehicles, ships, etc are all there in the il2 install.

Will you be making this validator program available? I think this would be a great addition as, for now, I'm copy/pasting 4.10 DBW missions into 4.12.2, running them through FMB, resaving those missions and, finally, do a side-by-side comparison until my eyes give out. With over three hundred missions it also takes a considerable amount of time!

Bob

So where are the Viet Nam era jets in the QMB.. I don't see them.. Will I have to add them seperately.
Title: Re: TFM-412 The Next Level
Post by: tooslow on April 19, 2014, 09:11:55 PM
Anyone know if Ultraspain 4.12.2 works on top of this? Also has anyone got the Lancaster to install? I get a 60% CTD when I try to install the 3d improvements version.

BTW,  The CR32, J1N1, SAS Beau's and Spits Mk14/Griffons all work (at least for me)

Bogdan - You probably cancelled the overwrites in error thinking it had done the job, these JSGME installs can take well over an hour each mate - if you know what your doing try manually install instead

Installing Ultra Spain would not be a good idea as it replaces the air.ini file (along with many other .ini files and .ru files) and it would effectively remove most of what you have added in TFM412.  I've not had any luck installing the Lancaster, but the Halifax works!

I agree with your BTW, except that I would also like to see it expanded to include a significant number of aircraft that have been left out which includes a lot of early and a few late American aircraft, at least one British heavy bomber (Halifax or Lancaster), several Italian aircraft (including the Ca.309/310 & the Fiat Br20), the early He111's and the SB2C Helldiver from FM. 

I've developed my own "unofficial" packs (that I keep modifying to fit on to the end of the latest "official" TFM412 release) that add most of these aircraft mentioned (and a few more of my favorites) so that I can use them along with the latest additions to this great expansion of version 412.2.  However, like the other Jsgmemod packs they take a long time to install (they are close to a GB each).  Too bad someone can't find a way to eliminate or bypass the error checking in the Generic Mod Enabler (that's what takes the long wait time) as it would greatly speed up the installation.

Still TFM-412 "The Next Level" is one of the greatest additions to IL2 and I use it exclusively with very few problems.
 
Monty27, Thank You Very Much ... tooslow



 
Title: Re: TFM-412 The Next Level
Post by: Gaston on April 20, 2014, 04:18:28 AM
By curiosity, I made a UltraSpain/TFM 412 joint install...

-I let all TFM stuff in #SAS folder,
-I create a #SCW folder to put all the content that was in the #SAS folder of the dedicate UltraSpain install,
-I add the 7 special UltraSpain SFS files at the root of the game, and voilà...

It works !

Of course, I did not forget to add a new entry for the IL-2 Selector. This is my new il2fb.ini text :

Code: [Select]
; Modtype setting. Set the number of different Mod Types here.
[Modtypes]
Types=7

; Mod Type No.1 (Zero-based Index = 0).
; Set short Name, Help text, Files folder name and Mods folder name.
[Modtype_00]
Name=Stock Game
Help=Unmodded, untouched 'stock' game version.
Files=none
Mods=none

; Mod Type No.2 (Zero-based Index = 1).
[Modtype_01]
Name=Classic Mod Game
Help=Old fashioned modding style with 'FILES' and 'MODS' folders holding the mods.
Files=FILES
Mods=MODS

; Mod Type No.3 (Zero-based Index = 2).
[Modtype_02]
Name=SAS Modact
Help=SAS Modact 3 or later, mods reside in '#SAS' folder
Files=none
Mods=#SAS

; Mod Type No.4 (Zero-based Index = 3).
[Modtype_03]
Name=Ultrapack 3 or later
Help=Ultrapack 3 or later, mods reside in '#UP#' folder
Files=none
Mods=#UP#

; Mod Type No.5 (Zero-based Index = 4).
[Modtype_04]
Name=Dark Blue World
Help=Dark Blue World (not 1916), mods reside in '#DBW' folder
Files=none
Mods=#DBW

; Mod Type No.6 (Zero-based Index = 5).
[Modtype_05]
Name=Dark Blue World 1916
Help=Dark Blue World 1916, mods reside in '#DBW_1916' folder
Files=none
Mods=#DBW_1916

; Mod Type No.7 (Zero-based Index = 6).
[Modtype_06]
Name=Spanish Civil War
Help=Spanish Civil War, mods reside in '#SCW' folder
Files=none
Mods=#SCW

; Startup Settings for the SAS / UltraPack IL-2 1946 Game Launcher
[Settings]

; Mod Type Setting:
;
; 0 = No Mods, Stock IL-2 1946 Server
; 1 = "Classic" Mod Style, i.e. modded files reside in "FILES" and "MODS" folder
; 2 = SAS Modact Modded game, i.e. modded files reside in "#SAS" folder
; 3 = UltraPack Modded game, i.e. modded files reside in "#UP#" folder
; 4 = Dark Blue World Modded game, i.e. modded files reside in "#DBW" folder
; 5 = Dark Blue World 1916 Modded game, i.e. modded files reside in "#DBW_1916" folder
; 6 = Spanish Civil War Modded game, i.e. modded files reside in "#SCW" folder
;
; default setting: 0
ModType=2

; Ram Size Setting in Megabytes.
; Be careful not to select too big size here.
; Above 512MB is risky.
; Above 1024MB is critical.
; Above 1800MB will most likely cause startup errors.
;
; default setting: 512
RamSize=1024

; Expert Mode Setting
; With Expert Mode enabled, the selector offers more setting options than
; than with default setting
;
; default setting: 0 (Expert Mode disabled)
ExpertMode=1

; Memory Strategy setting
; This setting affects the way memory is being allocated for the Java
; virtual Machine. Balanced means that memory will be allocated in a
; blanced manner for heap, stack and objects.
; Heap only is the "old fashioned" way of binary edited il2fb.exe files
; where only the heap memory size is getting increased while all other
; memory areas remain untouched.
; Conservative is a setting right between Balanced and Heap only.
;
; default setting: 0 (Balanced Mode)
MemoryStrategy=0

; Cached File Lists setting
; When this setting is enabled, IL-2 on startup does not scan the modded files
; folder anymore, but uses a filelist cache file for this folder if it exists.
; The filename for this cache file is "~wrapper.cache".
; Every time when you change something inside your modded files folder, you
; have to wipe this file for the game to recreate it with updated contents.
;
; default setting: 0 (Cached File Lists disabled)
UseCachedFileLists=0

; Multiple Instances setting
; Usually you can run only one single IL-2 instance at a time.
; When you enable this setting, you can run IL-2 multiple times in parallel.
; This is particularly useful for developing and debugging tasks.
;
; default setting: 0 (Multiple Instances disabled)
MultipleInstances=0

; Exit With IL-2 setting
; When enabled, IL-2 selector will quit when you exit the game.
; When disabled, you'll get back to the selector when you exit the game, in
; case you started it through the selector.
;
; default setting: 0 (Exit With IL-2 disabled)
ExitWithIL2=1

; The following section holds additional parameters for the JVM,
; one parameter per line. Check Java 2 SE documents for applicable parameters.
[JVM]

Just copy this complete text in yours. Of course, the SCW folder must have the name I gave it : #SCW.

Now, when you launch the IL-2 Selector, you can choose to go TFW (SAS ModAct), or SCW !
Title: Re: TFM-412 The Next Level
Post by: SGT68 on April 20, 2014, 06:27:43 AM

For the expanded map packs to function please ensure that you have these UP-SFS files in your Il2-Root Directory:

Code: [Select]
up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs

These are the SFS files from Ultrapack, usually installed into Il2 V4:101+, often prior to installing DBW.  You do not need anything else from a previous DBW or UP install, just the SFS files listed above.  If you are upgrading your install from DBW/UP3 to 4:12.2m these SFS files will already be present in your Il2-Root Directory.

QUESTION:

Having put the above .sfs files in my root directory do i have 'mount' them in my .rc file?


Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 20, 2014, 06:43:52 AM
Nothing more is required after putting all those .sfs files in the root directory.
Title: Re: TFM-412 The Next Level
Post by: SGT68 on April 20, 2014, 06:50:24 AM
Nothing more is required after putting all those .sfs files in the root directory.

Thanks for fast reply (i love this website)
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 20, 2014, 06:52:55 AM
Thanks Gaston I'll give it a whirl mate!

Monty you are a superstar mate - its like I've upgraded my PC the game runs so smooth now. Cheers mate
Title: Re: TFM-412 The Next Level
Post by: Maico on April 20, 2014, 11:40:48 AM
I want it,  I want it :)  I am working hard to get this install going but after three days I need help.
I read the instructions to a T over and over.  I began with a clean and working 4.12.2 then added MA5.3. But after installing all the packs I get the dreaded 60 % crash.  How can I post my log files thing bop? 
  This will be epic when it starts.  Thank you for the great work.

Maico
Title: Re: TFM-412 The Next Level
Post by: Adger on April 20, 2014, 12:08:42 PM
Maico....Have you Made absolutely 100% sure that you have downloaded the AI flyables pack?make sure you also have ALL 19 files from UP pack.The flyables pack caught me out.
Title: Re: TFM-412 The Next Level
Post by: Maico on April 20, 2014, 01:31:43 PM
Thanks Adger, Flyables pack yes.  When I start the game it says MA 5.3 with Ai flyables.  I got the 19 sfs files from one of my DBW installs. 
  Its got to be something else....

Title: Re: TFM-412 The Next Level
Post by: flightdok74 on April 20, 2014, 01:36:57 PM
If you don't want to use the HSFX. 7.01 sounds as an alternate sound source, here is one from the "Fighting 69th. Fighter Group" website that I like using in TFM. 4.12...........use the latest sound version v. 5.0...........http://69thvirtualfightergroup.com/phpBB3/viewtopic.php?f=15&t=2739&sid=593b0c64516057f00c43aa124181b614.........just put them in your "My Presets" and My sounds" and you are "good to go"......... ;).............
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 20, 2014, 02:32:01 PM
Excellent sounds, this is a much improved acoustic environment and thank you for the heads-up to 'flightdok74'. Everything is much more visceral than before. I can heartily recommend this to all users of TFM-412. :)

This doesn't take anything away from the various sound packs that Monty has compiled  into TFM-412. It uses the my_presets and my_samples folders which are there for a customised aural experience. Just listen to the merlins and DBs roar around you in a big old furball and the sound of your engine when it is hit and damaged. Much better all round than the Tiger33 sound mod of the previous TFM and the HSFX sounds IMHO. Dogs proverbials!

Simon, why not put a link up on the first page? Give it a whirl if you're not familiar with it and tell us what you think.
Title: Re: TFM-412 The Next Level
Post by: nzmigman on April 20, 2014, 04:48:04 PM
this is the sound pack I use...like it very much

FYI Been looking at my sabre in external view mode..and it appears to be flying in a permanent side-slip.
does not affect flight performance or aiming but looks pretty odd in F3 mode. Happens with Sabres and Migs including the 19. Not happening with the F4 or Mig21
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 20, 2014, 05:05:51 PM
Thanks FlightDoc
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 20, 2014, 06:45:12 PM
A question:

In this TFM-412 can I use the SFS_AUTO folder for using other sfs files?

I have an SAS 5.30 install in which I brought over all the maps I had in my DBW 1.71 on V4.10 and I'd like to do the same for this. I also brought over many maps I'd installed by hand but that's a whole other process.

I'm in the process of finding new objects from this TFM-412 and see that, at least in the first 1,000 objects, you've been putting the new stuff at the top - this makes it very simple to customize the static.ini the way I like to.

I've also noticed a lot of cloned objects - those that are repeated in different places in the list. The first one is ":7 Palette_Krations" which is repeated at "4678 Palette_Krations". There are many more that, thankfully, are mostly at the top.

This is like Christmas morning as a kid - finding all the new goodies!!

Bob
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on April 20, 2014, 06:59:57 PM
A question:

In this TFM-412 can I use the SFS_AUTO folder for using other sfs files?

I have an SAS 5.30 install in which I brought over all the maps I had in my DBW 1.71 on V4.10 and I'd like to do the same for this. I also brought over many maps I'd installed by hand but that's a whole other process.

I'm in the process of finding new objects from this TFM-412 and see that, at least in the first 1,000 objects, you've been putting the new stuff at the top - this makes it very simple to customize the static.ini the way I like to.

I've also noticed a lot of cloned objects - those that are repeated in different places in the list. The first one is ":7 Palette_Krations" which is repeated at "4678 Palette_Krations". There are many more that, thankfully, are mostly at the top.

This is like Christmas morning as a kid - finding all the new goodies!!

Bob

Yes Bob, sounds like we could tidy up the list and expand it too.  We should get together on this, since each subsequent set will automatically replace and update the previous.  I like this setup and would love to add more maps and objects and tidy up what we have.

Simon
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 20, 2014, 07:32:52 PM
Monty:

I've just spent a little while going through the first 3,000 objects (went the through objects 1,000 to 2,000 twice by mistake!) and have found a whole lot of redundant objects. There was a whole section of plates 1770 to 1852 which were repeated from 4,380 and up.

I'll try working on this as much as possible and, when I can track down all the repeats I'll drop you a line and let you know.

In the mean time: If anyone else can help on this it'll make the job go faster and also help make sure things don't get missed.

Bob
Title: Re: TFM-412 The Next Level
Post by: timmy1963 on April 20, 2014, 09:18:27 PM
Are these mods in JSGME ok to add before installing the packs and do any of them have a negative effect on my install:

#SAS_Big Clouds by Manysh
#SAS_Blender Waves Type A or C by Herra Tohtori
#SAS_Forgotten Countries
#SAS_FOV MOD
#SAS_FX_Small Collection
#SAS_German Gunpods by PA_Jeronimo
#SAS_Gore For All Planes by Wolfighter
#SAS_Guncam Tracers by santobr
#SAS_Random Belt Start Pos
#SAS_VisualMOD8 by P.A.L
#SAS_Water=4 by Carsmaster

The only one i have activated right now is for the AI Flyables and i'm almost ready to start adding the packs. :)
Title: Re: TFM-412 The Next Level
Post by: RDDR Hangar19 on April 20, 2014, 09:38:03 PM
Don't do it.
You'll sink the ship :o
Use only what is directed in the TFM Install Directions.
 I think you better go back and read those directions again. If you have already put these into JSGME,
  then I would start again. Don't forget to use a Vanilla  #SAS .Get rid of the one you have in the main folder as it is a goner.
 DIRECTIONS are very clear and easy to follow.
Hope this helps
RDDR
Title: Re: TFM-412 The Next Level
Post by: timmy1963 on April 20, 2014, 10:02:15 PM
Thank you RDDR.I have them in JSGME but not activated.The only one activated is for the AI Flyable Aircraft.I did read everything and the reason i'm asking is because there is this sentence: Now add any other AS Modact 5.3 options that you want.I have a clean install at this point and i just need to add the packs.Thanks again for your help.
Timmy1963
Title: Re: TFM-412 The Next Level
Post by: timmy1963 on April 20, 2014, 10:42:09 PM
Thanks Hamm66.I'm going to try it without activating the mods just in case i need to roll back any packs that way i'll know the extra mods aren't effecting my install if i have any problems.It's good to know they work before installing the packs.Thank you for your help.I think its really cool how helpful everyone is here at SAS. 8) 8) 8)
Title: Re: TFM-412 The Next Level
Post by: Maico on April 21, 2014, 12:38:41 AM
Can someone please tell me how can I post my log files ?  Maybe then I can get this thing to fly. 

Thanks all

Maico
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 21, 2014, 06:28:33 AM
Hi Timmy,

I activated the ones I wanted at the end - I missed the download link first time round - not had any problems here!
Title: Re: TFM-412 The Next Level
Post by: Adger on April 21, 2014, 08:59:29 AM
Can someone please tell me how can I post my log files ?  Maybe then I can get this thing to fly. 

Thanks all

Maico

Im sure you can just open your log file in Notepad Maico..then copy and paste it all in your next reply?...TBH i redownloaded all the new updates yesterday and did a full new direct install...i only used JSGME for the flyables pack,Cto mod,FOV mod,and direct installed all the TFM packs in order overwriting any previous files.working fine for me....JSGME is easier... but SO slooowww
Title: Re: TFM-412 The Next Level TFM412-05_RAF-01
Post by: Gremlin4 on April 21, 2014, 11:00:38 AM
Congratulations for this wonderful collection.
I was thinking how siple and straightforward the installation was but I've hit a brick wall with #TFM412-05_RAF-01. The previous downloads have worked perfectly but on testing the installation of this one, the boot up fails at 60%.
I've downloaded it twice in case the original was corrupted and I've put the '//' in front of the individual aircraft in air.ini to see if I could identify if one of the was causing the problem but the problem remains.
Looking through replies I cannot see anyone else with a similar problem.
Does anyone have any ideas? 
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 21, 2014, 11:46:02 AM
First, make sure that you have all the pre-requisites as on page 1. If you're not starting with a fresh install makes sure you're using a vanilla #SAS folder.

Secondly, install MA 5.3 and the AI Flyables together with whatever associated mods you desire, I put them all in bar the FOV mod I think.

Install into the jsgmemods folder each of the TFM packs. Make sure that you are extracting into the right folder every time. Activate all the MA packs and then start with TFM packs doing one at at time and exercising the patience of a buddhist monk.

This system is pretty bombproof providing you have followed the protocol. If something goes wrong then you have not followed every step correctly. Take  your time, it's well worth it.
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 21, 2014, 01:05:19 PM
Thanks for the suggestion but the instructions have been followed to the letter on a clean install.
When I go to JSGME and remove ...RAF-01 back to the left, everything works fine.
It would suggest to me that I have something wrong with the RAF-01 pack download even though I've downloaded it twice already.
Because it works when RAF-01 has been removed from 'active' JSGME mods, it would also suggest that it's not the usual problems with a 60% boot.
Or have I got it wrong??
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 01:07:36 PM
Yes Gremlin, I too have had to redownload a few of the Packs due to corrupted Downlod Packs.

So it wouldnt hurt to redownload the one you are having problems with, I am now.
Title: Re: TFM-412 The Next Level
Post by: jt189 on April 21, 2014, 01:22:41 PM
Yes Gremlin, I too have had to redownload a few of the Packs due to corrupted Downlod Packs.

So it wouldnt hurt to redownload the one you are having problems with, I am now.
To both would it not hurt for youall to verify that all was ther by using something like 7zip it will tell you if the dl is corrupted.
Hmmmmmmmmmmmmm!!
Title: Re: TFM-412 The Next Level
Post by: Maico on April 21, 2014, 01:34:02 PM
My game crashes at 60% and the log is HUGE.  I am at a standstill now and I have no idea what to do. 
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 21, 2014, 01:38:15 PM
If you have no idea what to do then the only recourse is to uninstall everything, the whole shebang, and start again from scratch with a brand new 4.07 and take it from there. The steps to follow are delineated clearly in the first post. The system works beautifully if you use JSGME as intended. Do not use the direct install method as you have less ability to roll back should you have to.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 01:38:42 PM
Maico, just post the last 1/3rd of your Log, using the Code Brackets

Yes, The Direct Install is for Advanced Users Only, unless you feel lucky.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 01:57:31 PM
JT189, I downloaded the very first Packs before they were released to the Public, so its good advise but dont sound like a wise a**, Hmmmmmmmmmmmmm
Title: Re: TFM-412 The Next Level
Post by: Maico on April 21, 2014, 02:12:28 PM
Really,  "delineated"   I think that word is too big for me.  Why, I already told you I cant even install this pack ;D  I am trying to avoid a whole new install.  Installing the packs is a long affair. 
 Joking aside.  Thank You guys for the help.  Here is my Log. 
Code: [Select]
Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109F-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109F-2_Mod.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/bf-109f-4_1_13ATA.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109F-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109F-4Z.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-2trop.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-6ASN.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-6trop.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-6Erla.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-6Mid.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-6Late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-6ASN.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-10.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-10Erla.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-10C3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-14.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109G-14AS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109K-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109K-4-C3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109K-14.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-109Z.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/S-199.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110Cvroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110C-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110C-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110C7laat.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110Dvroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110Evroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110Fvroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110G-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bf-110G-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ar-196A-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ar-234B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ar-234B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ar-234C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Bv141.fmd:Bv141_FM' is being loaded from File: 'bv141_fm'
[7:39:29 AM] FM called 'FlightModels/Bv141.fmd:Bv141_FM' is being loaded from Alternative File: 'bv141_fm'
[7:39:29 AM] FM called 'FlightModels/Bv237.fmd:Bv237_FM' is being loaded from File: 'bv237_fm'
[7:39:29 AM] FM called 'FlightModels/Bv237.fmd:Bv237_FM' is being loaded from Alternative File: 'bv237_fm'
[7:39:29 AM] FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
[7:39:29 AM] FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from Alternative File: 'do17_fm'
[7:39:29 AM] FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
[7:39:29 AM] FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from Alternative File: 'do17_fm'
[7:39:29 AM] FM called 'FlightModels/Do217K-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Do217K-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Do217M-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Do-335.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Do-335V-13.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fi-156B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fi-156B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-189A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-3Sani.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-3Sani1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-4FR.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a-4_1.42.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a5_1_42Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a5-1_58Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-5-165.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a5_1_42Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a6_RLP.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a6_RLP.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-7.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-7sturm.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a-8_1_65Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a-8_1_65Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a-9_1_65Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D9early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190d-9_1_7Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190d-9_1_8Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-9Late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D9r5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-11.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-13.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-15.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190F-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190F-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190F-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190F-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190F-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-9.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-5-165.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/fw-190a-8_1_65Ata.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ta-152B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ta-152C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ta-152C0.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ta-152C1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ta-152C3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ta-152H.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ta-152H-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-8.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-4N.fmd:NavalFw190A_FM' is being loaded from File: 'navalfw190a_fm'
[7:39:29 AM] FM called 'FlightModels/Fw-190A-4N.fmd:NavalFw190A_FM' is being loaded from Alternative File: 'navalfw190a_fm'
[7:39:29 AM] FM called 'FlightModels/Fw-190F-9N.fmd:NavalFw190F_FM' is being loaded from File: 'navalfw190f_fm'
[7:39:29 AM] FM called 'FlightModels/Fw-190F-9N.fmd:NavalFw190F_FM' is being loaded from Alternative File: 'navalfw190f_fm'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-13N.fmd:NavalFw190D_FM' is being loaded from File: 'navalfw190d_fm'
[7:39:29 AM] FM called 'FlightModels/Fw-190D-13N.fmd:NavalFw190D_FM' is being loaded from Alternative File: 'navalfw190d_fm'
[7:39:29 AM] FM called 'FlightModels/FW-200C-3U4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ho-229.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-111H-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-111H-6.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-111H-12.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-111Z.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-162A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-162B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-162C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-162B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
[7:39:29 AM] FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from Alternative File: 'he177_fm'
[7:39:29 AM] FM called 'FlightModels/He-280.fmd:HE280_FM' is being loaded from File: 'he280_fm'
[7:39:29 AM] FM called 'FlightModels/He-280.fmd:HE280_FM' is being loaded from Alternative File: 'he280_fm'
[7:39:29 AM] FM called 'FlightModels/He-LercheIIIB2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Hs-123.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Hs-123.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Hs-129B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Hs-129B-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-52_3mg4e.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-52_3mg4e.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-87B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-87D-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-87D-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-87G-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-88A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-88A-17.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-88A-4torp.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
[7:39:29 AM] FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from Alternative File: 'ju188a2_fm'
[7:39:29 AM] FM called 'FlightModels/Me-163B-1a.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-210Ca-1.fmd:ME210410_FM' is being loaded from File: 'me210410_fm'
[7:39:29 AM] FM called 'FlightModels/Me-210Ca-1.fmd:ME210410_FM' is being loaded from Alternative File: 'me210410_fm'
[7:39:29 AM] FM called 'FlightModels/Me-210Ca-1.fmd:ME210410_FM' is being loaded from File: 'me210410_fm'
[7:39:29 AM] FM called 'FlightModels/Me-210Ca-1.fmd:ME210410_FM' is being loaded from Alternative File: 'me210410_fm'
[7:39:29 AM] FM called 'FlightModels/Me-410A.fmd:ME210410_FM' is being loaded from File: 'me210410_fm'
[7:39:29 AM] FM called 'FlightModels/Me-410A.fmd:ME210410_FM' is being loaded from Alternative File: 'me210410_fm'
[7:39:29 AM] FM called 'FlightModels/Me-410B.fmd:ME210410_FM' is being loaded from File: 'me210410_fm'
[7:39:29 AM] FM called 'FlightModels/Me-410B.fmd:ME210410_FM' is being loaded from Alternative File: 'me210410_fm'
[7:39:29 AM] FM called 'FlightModels/Me-262A-1a.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-262A-1a.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-262A-1aU4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-262A-1a.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-262B-1a.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-262B-1a.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-262C-1a.fmd:Me-262C' is being loaded from File: 'me-262c'
[7:39:29 AM] FM called 'FlightModels/Me-262C-1a.fmd:Me-262C' is being loaded from Alternative File: 'me-262c'
[7:39:29 AM] FM called 'FlightModels/Me-262C-3a.fmd:Me-262C' is being loaded from File: 'me-262c'
[7:39:29 AM] FM called 'FlightModels/Me-262C-3a.fmd:Me-262C' is being loaded from Alternative File: 'me-262c'
[7:39:29 AM] FM called 'FlightModels/Me-262SB1a.fmd:Me-262SB' is being loaded from File: 'me-262sb'
[7:39:29 AM] FM called 'FlightModels/Me-262SB1a.fmd:Me-262SB' is being loaded from Alternative File: 'me-262sb'
[7:39:29 AM] FM called 'FlightModels/Me-262HG-II.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-321.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Me-323.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Si-204.fmd:Si204' is being loaded from File: 'si204'
[7:39:29 AM] FM called 'FlightModels/Si-204.fmd:Si204' is being loaded from Alternative File: 'si204'
[7:39:29 AM] FM called 'FlightModels/Ta-183.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/A-20C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/BeaufighterMk21.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Blenheim_MkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Blenheim_MkIV.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Blenheim_MkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Beaufort_MkI_early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Beaufort_MkI_late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/Beaufort_MkII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/DefiantMkI.fmd:DefiantMkI_FM' is being loaded from File: 'defiantmki_fm'
[7:39:29 AM] FM called 'FlightModels/DefiantMkI.fmd:DefiantMkI_FM' is being loaded from Alternative File: 'defiantmki_fm'
[7:39:29 AM] FM called 'FlightModels/BattleMkII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/FulmarMkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/GladiatorMkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/GladiatorMkII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/SeaGladiatorMkII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/SeaGladiatorMkII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/GladiatorMkIIMOD.fmd:Faith_FM' is being loaded from File: 'faith_fm'
[7:39:29 AM] FM called 'FlightModels/GladiatorMkIIMOD.fmd:Faith_FM' is being loaded from Alternative File: 'faith_fm'
[7:39:29 AM] FM called 'FlightModels/T-6Texan.fmd:AT6_FM' is being loaded from File: 'at6_fm'
[7:39:29 AM] FM called 'FlightModels/T-6Texan.fmd:AT6_FM' is being loaded from Alternative File: 'at6_fm'
[7:39:29 AM] FM called 'FlightModels/MartletMkI.fmd:MARTLET' is being loaded from File: 'martlet'
[7:39:29 AM] FM called 'FlightModels/MartletMkI.fmd:MARTLET' is being loaded from Alternative File: 'martlet'
[7:39:29 AM] FM called 'FlightModels/MartletMkII.fmd:MARTLET' is being loaded from File: 'martlet'
[7:39:29 AM] FM called 'FlightModels/MartletMkII.fmd:MARTLET' is being loaded from Alternative File: 'martlet'
[7:39:29 AM] FM called 'FlightModels/F6F-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/F6F-5.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/F6F-6.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkIvroeg.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkIa12lbs.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkIIa.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkIIa.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkIIMod.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkIId.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/HurricaneMkIV.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/SeaHurricaneMkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/SeaHurricaneMkII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] FM called 'FlightModels/B-24J.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[7:39:29 AM] Main begin: PlMisAir: class 'air.MagisterM14A' not found
[7:39:29 AM] java.lang.RuntimeException: PlMisAir: class 'air.MagisterM14A' not found
[7:39:29 AM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1064)
[7:39:29 AM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[7:39:29 AM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[7:39:29 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
[7:39:29 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[7:39:29 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[7:39:29 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[7:39:29 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 21, 2014 7:39:29 AM] -------------- END log session -------------
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 21, 2014, 02:13:35 PM
I very seldom feel that I can actually "add" anything to the threads in this forum, but let me try, and I will just relay my own experience to those who are having difficulties.  I completely deleted the whole shebang four times before I got everything working.  I thought I had followed the instructions and all the advice I was getting, but I hadn't.  I was doing as I read elsewhere concerning the AI flyables (downloading, double clicking the icon and letting the installer "do its thing").  But then, when I did it through JSGME as recommended herein, it worked, as did everything else.  It was the AI flyables and my installation of it that had messed me up all along.  I blamed mod pack #11, etc, but that wasn't it.  As I said, its not often I can add anything constructive here, but maybe this will do someone some good.  Thanks for listening.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 02:22:02 PM
Maico, you are missing some Planes dude, thats why your getting 60%CTD, best to deactivate all Mod Packs and start over, soryy to tell you, but its the best way.

Missing Planes=you missed a mod pack activation, or two
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 02:23:23 PM
@ Mr. Holmes, thanks for posting, you may have helped several Peops.
Title: Re: TFM-412 The Next Level
Post by: harpia on April 21, 2014, 02:43:16 PM
My game 5% crach use DBW sfs :( :( :(
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 02:47:21 PM
Harpia all you need are these
Title: Re: TFM-412 The Next Level
Post by: harpia on April 21, 2014, 02:50:25 PM
Bravo I do not tennho these files, I copied them from my old sfs DBW. Will copying these you posted and putting in rais folder will work?
Title: Re: TFM-412 The Next Level
Post by: harpia on April 21, 2014, 02:52:52 PM
Bravo you have to get me these files? Should I delete the sfs dbw? :)
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 02:54:26 PM
Yes you need all those Files in your Main Game Folder, and you have to activate   #SAS_Flyable AI Aircraft  from JSGME.exe
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 02:57:04 PM
Harpia download the SFS Files from here:  http://ultrapack.tuttovola.org/index.php?action=downloads;cat=3
Title: Re: TFM-412 The Next Level
Post by: harpia on April 21, 2014, 03:14:05 PM
Bravo I have to reinstall everything else Ult3RC? :( :( :(
Bravo thanks for the help, I'll see if I can fix that. I put the SFS DBW but it works, thanks again! ;) ;) ;) ;) ;)
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 03:23:21 PM
No you start out with 4.07, Patch to 4.12.2m, Install SAS MA 5.3, take those 19 SFS Files from UP3, and then add them to your SAS MA 5.3 Main 4.12.2m Folder, then start adding the 25 TFM 4.12 Packs to your jsgmemods Folder one at a time.

Do not do this in any DBW 1.71, or UP3RC4 Install it wont work, you just need the UP3 SFS Files
Title: Re: TFM-412 The Next Level
Post by: harpia on April 21, 2014, 03:38:13 PM
I have a long work ahead then, all because UP3RC4 deleted the backup, :-X :-X :-X thanks for the help, hug, and thank you! ;D ;D ;D ;D ;D
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 03:52:27 PM
Your welcome Harpia, good luck, if you need any help just Post, I should be here for a while ~S~
Title: Re: TFM-412 The Next Level
Post by: Bizu on April 21, 2014, 03:53:56 PM
How to disable UV3 if I dowloaded pack15 when it had UV3?
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 03:55:41 PM
Just remove it from you #SAS Folder, or place a  -  in front of it
Title: Re: TFM-412 The Next Level
Post by: Bizu on April 21, 2014, 03:56:08 PM
and the fix for the pack which puts the SFS folders in #SAS
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 03:58:42 PM
No SFS Files go into your #SAS Folder, only in the Main folder or SFS_AUTO
Title: Re: TFM-412 The Next Level
Post by: jt189 on April 21, 2014, 04:02:17 PM
Using jsmge make sure a1 flyables is first on the list then if you want the forgotten countries then the packs in order this also will work in direct install
Title: Re: TFM-412 The Next Level
Post by: Bizu on April 21, 2014, 04:07:17 PM
Bravo, there were 3 fixes for 3 bugs.
Monty has updated the dowloads to fix the bugs and removed the manual fix tutorial from the thread.
I have the old packs enabled.
Instead of deactivate them all to replace a few and then activate them all again I can fix them manually, but the tuts were pulled down :(
And one of them puts two SFS folders in #SAS.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 21, 2014, 04:16:07 PM
Yes you can do it manualy, as long as if there are changes in the Air.ini, you must do the same

But a SFS File will not work from #SAS Folder, the Mod Packs dont work that way,

I hope this helps.
Title: Re: TFM-412 The Next Level
Post by: Bizu on April 21, 2014, 04:50:52 PM
I know that, I don't remember what it said in the fix, move them in the proper sfs folder or delete them...
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 22, 2014, 04:06:04 AM
With reference to jt189's suggestion (page 53), I have checked the download using 7z Test archive and it comes up with the message 'There are no errors'.
It's a useful device to check downloads in future but it does not help the current situation.
Although I have checked that all the patches up to and including #TFM412-04_IJN have worked properly after installing, I think that I will have to go back to square one, delete the installed patches and start again.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 22, 2014, 05:56:31 AM
There are a lot of the community having problems with installing this whole affair. I do suspect that interpreting the English language and it's meaning presents significant barriers to non-native speakers and you have my respect for attempting to manage this process.

However, a lot of people are also rushing into this and finding that it takes a good while to activate through JSGME, losing patience and trying to find short-cuts. A lot of the reported errors and problems are down to users not reading carefully and following the prescribed routine. There are 50 odd pages of this thread now and a read through of them should educate a new user to likely pitfalls. My advice is to take it slow and do exactly as described, make a cup of tea and watch Eastenders if you like!
Title: Re: TFM-412 The Next Level
Post by: Maico on April 22, 2014, 06:09:42 AM
Well, if at first you don't succeed, Reload from scratch.  Thanks Bravo!  I appreciate the input however painful(bet you never heard that before  :o 8)  I started from scratch.  Going nice and slow now. 
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 22, 2014, 06:26:22 AM
Thanks - by the way Eastenders (etc) is why I'm into flightsims!!
Fortunately I have seen the time it takes to transfer from jsgmemods to JSGME.exe and that is why its 'not working' really means WAIT.
I'm going back to reinstall from a clean 10.1
I had the problems with #TFM412-05_RAF-01 so if this was to happen again would it be practical to download the particular aircraft in 01, put them into JSGME.exe and then carry on with RAF-02?
It would be a longer route but it could possibly overcome the problem.
Incidentally when I re-checked that 412 was running perfectly OK up to 04_IJN and went to FMB there was no sign of I-400-Class Submarine (included in the patch) under Japanese Ship Objects. Could this suggest that the error I've had with RAF-01 could lie with an earlier patch even though I've checked with QMB's that everything is working after each install?
Many thanks for your help.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 22, 2014, 07:13:48 AM
Hello Gremlin4

You say you are going back to reinstall from a clean 10.1 which I assume means 4.10.1. Why not use the megapatch from here at SAS to take you from a virgin 4.07 to 4.12.2? That way you know that everything you have is fresh and correct.

Once there you have ModAct 5.3 plus one hotfix, the AI flyables and the mods that come with the MA. Then TFM packs 1- ?

Yes the mod enabler not responding really means wait and you shouldn't do anything till you get the overwrite message. The system does work really well, it plods along like a tortoise and is inefficient in it's use of space on the drive but it gets the job done. Wizard!
Title: Re: TFM-412 The Next Level
Post by: Maico on April 22, 2014, 07:22:41 AM
  Yes, Wait means WAIT.  Don't touch.  Mine are loading up correctly now.  I was able to do New TFM because I found stuff to do while the packs were loading.  Now I am doing some programing on a joystick while JSGME does "its slow thing"

Maico
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 22, 2014, 09:29:13 AM
I can confirm that the following aircraft work TFM 4.12;

HALIFAX
FOKKER G1
SPITFIRE (GRIFFONS) 12_14
SPITFIRE MKXIVe_FR
SAS BEAUFIGHTERS
JU388
J1N1
B26 (was it there already? Forgotten now doh!)
Unfortunately the LANCASTER gives me a 60% CTD

Oh and the font mod works if you load it first-ish!

BTW, My install worked straight off the bat - must have been lucky by sounds of it !!
Title: Re: TFM-412 The Next Level
Post by: Adger on April 22, 2014, 11:19:24 AM
I agree 100% with MadDog,if its done exactly as posted on the 1st page of this thread it will work JSGME is slow it might look like its not working,it is so just leave it.Make sure the AI flyables are downloaded and JSGME,d  (i forgot to do that on my 1st install) dont use 4.10.1 like MadDog says..use a fresh install (4.07) and use the megapatch to go to 4.12.2.

@Maico..hopefully you will be up and running soon..yep its slow but so worth it in the end
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 22, 2014, 11:36:47 AM
I can confirm that the following aircraft work TFM 4.12;

HALIFAX
FOKKER G1
SPITFIRE (GRIFFONS) 12_14
SPITFIRE MKXIVe_FR
SAS BEAUFIGHTERS
JU388
J1N1
B26 (was it there already? Forgotten now doh!)
Unfortunately the LANCASTER gives me a 60% CTD

Oh and the font mod works if you load it first-ish!

BTW, My install worked straight off the bat - must have been lucky by sounds of it !!

And:

Me-209-II       
Me-509           
CASA_352L       
CASA_2111       
Ha_1112_M1L     
Go-229-1956       
PA-48_CRP       
Ta-152H-4         
Ta-152H-5         
Ta-152H-6       
Ta-152H-Jumo222   
Me-262HG-III     
F8F-2             
F8F-2RareBear   
F2G             
P-51R           
Ta-183L           
Huey_D           
MH-6             
Mi-8T      
OV-1                 
Go-229-1966     
Autogyro         
P2V5_Neptune     
Do-335A-6 
CR-32quater
He-219Uhu
T-6
F84G1
Go-229A-3     
Go-229A3NJ     
Ju-88G-6       
F-82F      
Bu-181 
PB4Y-2           
SB2C

My installation went like silk btw, right now with all fixes applied to the packs no one should have problem.
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 22, 2014, 02:42:02 PM
anyone else having problems with B5N2 in "no-extra-mods-added" 4.12-TFM?
After reading this  I tried the B5N2 but have missing CP :
http://www.sas1946.com/main/index.php?topic=40417.0;topicseen
Title: Re: TFM-412 The Next Level
Post by: tooslow on April 22, 2014, 02:46:40 PM
First, I’d like to thank Monty27 for this wonderful upgrade to the basic SAS 412.2ModAct5.30 installation, IT WORKS GREAT!!

Second, I’d like to report that my first loading and subsequent updates of TFM412 have worked perfectly except for a glitch with two with bombers (PZL37 – no bombs and LeO-451 which crashes my plane when it is used in the QMB).

I’d also like to second PO_MAK_249RIP’s request for:
-HALIFAX
-FOKKER G1
-SPITFIRE (GRIFFONS) 12_14
-SPITFIRE MKXIVe_FR
-SAS BEAUFIGHTERS

… and JotaC’s request for:
-CR-32quater
-He-219Uhu
-PB4Y-2           
-SB2C

And then add a request for some my favorites (all work in my installation of TFM412)

“Aviator Mod Team - Early Mustangs V2” which includes the
-P-51A and Mustang MKI & MKIa)
(Please note that Greybeard has modified, i.e. more accurate, FMs for the MKI & MKIa on his website) … otherwise all versions use the P-51A FM
{Greybeard modified FMs can be found at:   http://greybeard.xoom.it/virgiliowizard/il2-corner?SESSa525a1f83142854d3930a04c85119e3b=0cbc2dbfe0ad98285bfd98649661db52
-P-51A}

-“P38 Lightning Complete Collection (which adds 10 P-38s from P-38E through P-38L5LO)

-CWatson’s F4U-1A_USMC & F4U-1C_USMC which modified FM’s

-“B-25D and B-25J Series for 412”

-“DOCs_Mossiecc” (adds rockets and more as the Mosquito FB MKVI Coastal Command)

-“!!Update at Vrs 1.02 !!! Caproni Ca309-310”

-“FiatBr20 Early/Br20 Series production/Br20M?br20MLate Ready to DL Update 3/7/13”

-“Macchi C.202AS/CB Serie XIII fighter bomber”

-“He111 A/B/E ready to DL” – Updated no2 18/5/13 (the 4.09 version works in TFM412)

-“Hurricane MkII Hercules” (and the added 20mm version)


I’d really appreciate any of the above being part of the next upgrade ... tooslow

Title: Re: TFM-412 The Next Level
Post by: Maico on April 22, 2014, 02:56:52 PM
Thank You for getting me onboard.  Patience was the key.  Going nice and slow and leaving the JSGME the heck alone to do "its thing" paid off.  Now I have TFM 4.12.2 

THANK YOU MONTY and Friends.

Maico
Title: Re: TFM-412 The Next Level
Post by: Korrigan on April 22, 2014, 03:06:22 PM
anyone else having problems with B5N2 in "no-extra-mods-added" 4.12-TFM?
After reading this  I tried the B5N2 but have missing CP :
http://www.sas1946.com/main/index.php?topic=40417.0;topicseen
Yes, same thing here (in TFM only). Found this in my log:
[21:00:45]   WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/B5N2/FlareRed.tga'
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 22, 2014, 05:40:03 PM
Philippe, disable the Battles (yes, I have two of them  :o) in tfm,
dl the fixed one and put it in.
http://www.mediafire.com/download/uiwn9q4gtf06tjm/00_Battle-MkII_fixed(2).7z

both planes should work now. please report.  ;)
Title: Re: TFM-412 The Next Level
Post by: Forager on April 22, 2014, 05:48:59 PM
The solution is here: http://www.sas1946.com/main/index.php?topic=40417.0;topicseen

AmselJ and The Radge have sorted the issue and it works fine.

I was a bit confused until they made the Fairey Battle MkII SAS mod connection.

My install is 4.12.2 TFM, all available packs added.

The 3 files:
0C6B68A21DFB6D1C
7FE431C43C869B4A
589EAFB4DB068E76
are located in the 00_BattleMkII_SAS folder.

I just put a - in front of those 3 files and the B5N cockpit is now fine.

Or just follow SAS~Gerax advice, that works fine.
Both planes work

Thanks all for the solutions.

Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 23, 2014, 09:49:57 AM
I can confirm that the following aircraft work TFM 4.12;

HALIFAX
FOKKER G1
SPITFIRE (GRIFFONS) 12_14
SPITFIRE MKXIVe_FR
SAS BEAUFIGHTERS
JU388
J1N1
B26 (was it there already? Forgotten now doh!)
Unfortunately the LANCASTER gives me a 60% CTD

Oh and the font mod works if you load it first-ish!

BTW, My install worked straight off the bat - must have been lucky by sounds of it !!

And:

Me-209-II       
Me-509           
CASA_352L       
CASA_2111       
Ha_1112_M1L     
Go-229-1956       
PA-48_CRP       
Ta-152H-4         
Ta-152H-5         
Ta-152H-6       
Ta-152H-Jumo222   
Me-262HG-III     
F8F-2             
F8F-2RareBear   
F2G             
P-51R           
Ta-183L           
Huey_D           
MH-6             
Mi-8T      
OV-1                 
Go-229-1966     
Autogyro         
P2V5_Neptune     
Do-335A-6 
CR-32quater
He-219Uhu
T-6
F84G1
Go-229A-3     
Go-229A3NJ     
Ju-88G-6       
F-82F      
Bu-181 
PB4Y-2           
SB2C

My installation went like silk btw, right now with all fixes applied to the packs no one should have problem.
Blimey mate you've been busy !!!! LOL
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 23, 2014, 10:02:29 AM
Finally got every thing working

(http://i.imgur.com/K0lpG9h.jpg)
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 23, 2014, 10:15:14 AM
Good job Bravo, yes the ship wakes are really nice aren't they once you get the bloody thing to move. I have been flying a lot of practice carrier missions within QMBPro using various ships and planes from Seafires to Corsairs. Don't yet fly jets much.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 23, 2014, 10:26:23 AM
Thanks MadDog, I had to redownload all 25 Packs to get it going right.
Title: Re: TFM-412 The Next Level
Post by: Maico on April 23, 2014, 10:37:16 AM
Finally got every thing working

(http://i.imgur.com/K0lpG9h.jpg)

Daaaaaaaamn Yoooooooooooooooooou!   I am so jealous.  That is what I want to do.  Are there any American angle deck carriers in this install?  I spent some time on FMB today but did not find any.  I love that... Oriscany, right?

Looks kick ass BravoFxTrt!

Maico
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 23, 2014, 10:41:26 AM
Yes, in Pack 25 all the Angle Deck Carriers are there, even the HD ones.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 23, 2014, 10:45:06 AM
Now that I have gotten everything working "as advertised" (someday I will learn how to read instructions, and I'm hoping soon (since I'm other side of 70 now)), I can ask a fairly intelligent question maybe.  When campaigns and missions begin to get written for these Next Level TFMs, will they be in this thread, or someplace else in the forum?  Thank you for any info.
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 23, 2014, 11:09:49 AM
I have been flying a lot of practice carrier missions within QMBPro using various ships and planes from Seafires to Corsairs.

Hi MadDog,

Have you got QMBPro working? I haven't included it in my TFM412 as I read here, somewhere, it needed further compatability testing. I have, however, been trying out a couple of campaigns with ASura's DGen mod and seems ok at the mo.

Thanks, Bergkamp
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 23, 2014, 11:39:43 AM
Yeah Bergkamp QMBPro for 4.12.2 works well in most regards. I am having a ball with BoB type scenarios at the moment using the soundpack from The Fighting 69th. There are a few mission packs for this version of QMBPro available using really great maps, so even though we are all avidly waiting for the first campaigns to come through there is plenty to be training on.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 23, 2014, 11:45:15 AM
Now that I have gotten everything working "as advertised" (someday I will learn how to read instructions, and I'm hoping soon (since I'm other side of 70 now)), I can ask a fairly intelligent question maybe.  When campaigns and missions begin to get written for these Next Level TFMs, will they be in this thread, or someplace else in the forum?  Thank you for any info.

Great news Bob, I can tell from your post that you have reached a catharsis and you are over the barrier that you seemed to be banging your head against for a while there. You have gotten to grips with the complexity here and now you're ready to start reaping the rewards that will come with this TFM-4.12. Just keep an eye on this thread and once missions and campaigns start to appear then I am sure Monty will arrange a suitable subforum for them, just as he did with the previous incarnations of TFM. This is going to grow very rapidly I am sure and it's all in preparation for DBW2.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 23, 2014, 01:10:04 PM
Now that I have gotten everything working "as advertised" (someday I will learn how to read instructions, and I'm hoping soon (since I'm other side of 70 now)), I can ask a fairly intelligent question maybe.  When campaigns and missions begin to get written for these Next Level TFMs, will they be in this thread, or someplace else in the forum?  Thank you for any info.

Great news Bob, I can tell from your post that you have reached a catharsis and you are over the barrier that you seemed to be banging your head against for a while there. You have gotten to grips with the complexity here and now you're ready to start reaping the rewards that will come with this TFM-4.12. Just keep an eye on this thread and once missions and campaigns start to appear then I am sure Monty will arrange a suitable subforum for them, just as he did with the previous incarnations of TFM. This is going to grow very rapidly I am sure and it's all in preparation for DBW2.

Thank you.  Yep, I wasn't getting that AI flyables mod installed correctly.  Once I did that (the way I found out was that my log on screen didn't look like the one in this thread), everything did as it was supposed to.  Concerning missions and such, I know that you guys most of the time use FMB and make your own.  Well, I have never, over all these years, really figured out FMB and so I have to rely on you smart guys.  Take care over there in England.  Wish I was there for a visit with you.
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 23, 2014, 01:43:28 PM
Yeah Bergkamp QMBPro for 4.12.2 works well in most regards.

Thanks Euan, I will give it a whirl tomorrow.
Title: Re: TFM-412 The Next Level
Post by: Maico on April 23, 2014, 02:54:56 PM
Yes, in Pack 25 all the Angle Deck Carriers are there, even the HD ones.

  I missed a whole download.  Well, the good news is that TFM 4.12.2 started without it.  The bad news is now I hope nothing gets messed up....

Thanks Bravo. 

Maico
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 23, 2014, 03:27:14 PM
Well, I have never, over all these years, really figured out FMB and so I have to rely on you smart guys.  Take care over there in England.  Wish I was there for a visit with you.

Hi Bob, I have followed your struggles and am glad you have overcome your problems. With regard to FMB, take a look at this link:

http://www.sas1946.com/main/index.php?topic=21353.msg231810#msg231810

The sub link tutorials guide you through an introduction to FMB and are easy to follow. Also, you can look up Flying Nutcase on youtube and check out his videos.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 23, 2014, 03:29:15 PM
Hi Hamm, no we dont have sloping Decks yet, but I think Blazing is working on a USSR one.
Title: Re: TFM-412 The Next Level
Post by: jlan5031 on April 23, 2014, 04:08:06 PM
I've finished installing the series as jsgme folders and activated them. From the testing I've done the system works well but for the Gladiator, 1940 mod. Sometimes it works, and sometimes it causes a CTD when I select it. All the other four Gladiators work as they should. I've read the comments from those who had the same problem but saw no solution.
I'll try again to include the last part of my logfile.

Code: [Select]
Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ju-87G-2(ofRudel).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-10.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Me-262(ofNowotny).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerS3Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

[Apr 23, 2014 8:50:10 PM] -------------- END log session -------------
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 23, 2014, 05:35:09 PM
For now I have put the missions I made in the DBW section here at SAS and in the miscellaneous mods section over at M4T.

But here is the link again:
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1956

Thank you very much.  I will give them a try.  You fellers are amazing.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 23, 2014, 06:07:11 PM
Oops.  Spoke too soon.  I downloaded your missions.  Worked fine for the Gladiator.  I tried the Spitfire though, and started the mission about three quarters of the way submerged in the cold Atlantic (I do know about the Atlantic.  During my 22 yrs in the USN I spent quite a bit of time there, and often nearly "submerged" since I was riding destroyers).  What did I do wrong?  Thank you.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 24, 2014, 09:29:41 AM
Hamm66, a ship does pass by while I am there in the water.  Don't remember for sure what type it is.  That, I guess, leads me to a different question.  I only enabled the next level TFMs through #20.  Would the later ones added what I am missing?  This is really stupid but what is the "Fulmar" you speak of?
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 24, 2014, 05:47:14 PM
Hamm, that was it.  Enabled mods through #25 and now those missions with carriers work.  To tell the truth, I wasn't going to press my luck enabling past #20 since it was working and I had had such a hard time getting it that way.  But now my game works fine with all enabled, albeit it takes a while (relatively speaking) to load.  Man, that is one big game file now.  I was gonna make a back up copy of it on an external drive I have but it would take up more than half the space it had left.  Anyhow, thank you very much for the help.
Title: Re: TFM-412 The Next Level
Post by: Avid Sim Player on April 25, 2014, 04:14:59 AM
Which version of QMBPro does work with this Mod?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 25, 2014, 07:57:06 AM
Apples for apples, the version that says 4.12.2
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on April 25, 2014, 07:58:12 AM
I personally don't back up my whole game I just backup all the zip files in case the download links expire. That way if my game goes south I can reinstall from the zip.

It just takes up to much space for a full backup! :)

That is for sure (size).  Thanks again Hamm, for putting up with me and your patience and help.  All seems well now, but you guys will be the first to know if it quits being that way, I'm sorry to say. :)
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 25, 2014, 09:30:19 AM
Can someone with a perfect TFM-4.12, Make a Mission consisting of 8 or more Planes on BB South Vietnam Map and see if you get bad stutters or even slide show? Thanks
Title: Re: TFM-412 The Next Level
Post by: Ojisan_bart on April 25, 2014, 09:55:06 AM
If sett up 5 flight ,4 whit each 4 phantoms and 1 whit 1 heli and got no stutters. But I feel its a heavy map when building something on it, loading times are longer.. hope this will help a bit
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 25, 2014, 09:57:54 AM
the same here: good fps with 12 planes.
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on April 25, 2014, 10:17:28 AM
Which version of QMBPro does work with this Mod?
The one that ships with Modact 5.3 - check lower down the page its in the JSGME list
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 25, 2014, 10:20:27 AM
Damn, can yall try to put some SA2's in your mission as well, maybe the SAM's are causing the bottle neck
Title: Re: TFM-412 The Next Level
Post by: toranamadman on April 25, 2014, 10:42:13 AM
16 Planes ok . As soon as I put 12 SA2's in it , slideshow
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 25, 2014, 10:44:09 AM
Thanks for that report David, see if others have the same.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 25, 2014, 01:19:55 PM
I tried SA2's on BA Truk map and same thing Slide show until they launched

(http://i.imgur.com/cyPudAP.jpg)
Title: Re: TFM-412 The Next Level
Post by: Alex840 on April 25, 2014, 03:17:50 PM
I tried SA2's on BA Truk map and same thing Slide show until they launched

Perhaps that's a missile code issue. When I fired missiles from an A-4 here, I have pressed the fire button the first time, the missile smoked but not fired, becoming attached to the aircraft

(http://i400.photobucket.com/albums/pp85/tigredospampas/2014042521-01-31_zpsb1bf0fda.jpg)

When I pressed the fire button again, the missile dettached from the aircraft, but the game turned into a slide show.

(http://i400.photobucket.com/albums/pp85/tigredospampas/2014042521-02-09_zpsd065d81f.jpg)

And this code appeared in console log:

Code: [Select]
java.lang.ClassCastException: com.maddox.il2.objects.air.A4Skyhawk
at com.maddox.il2.objects.weapons.Missile.stepTargetHoming(Missile.java:367)
at com.maddox.il2.objects.weapons.Missile.interpolateStep(Missile.java:944)
at com.maddox.il2.objects.weapons.Rocket$Interpolater.tick(Rocket.java:38)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassCastException: com.maddox.il2.objects.air.A4Skyhawk
at com.maddox.il2.objects.weapons.Missile.stepTargetHoming(Missile.java:367)
at com.maddox.il2.objects.weapons.Missile.interpolateStep(Missile.java:944)
at com.maddox.il2.objects.weapons.Rocket$Interpolater.tick(Rocket.java:38)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassCastException: com.maddox.il2.objects.air.A4Skyhawk
at com.maddox.il2.objects.weapons.Missile.stepTargetHoming(Missile.java:367)
at com.maddox.il2.objects.weapons.Missile.interpolateStep(Missile.java:944)
at com.maddox.il2.objects.weapons.Rocket$Interpolater.tick(Rocket.java:38)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassCastException: com.maddox.il2.objects.air.A4Skyhawk
at com.maddox.il2.objects.weapons.Missile.stepTargetHoming(Missile.java:367)
at com.maddox.il2.objects.weapons.Missile.interpolateStep(Missile.java:944)
at com.maddox.il2.objects.weapons.Rocket$Interpolater.tick(Rocket.java:38)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassCastException: com.maddox.il2.objects.air.A4Skyhawk
at com.maddox.il2.objects.weapons.Missile.stepTargetHoming(Missile.java:367)
at com.maddox.il2.objects.weapons.Missile.interpolateStep(Missile.java:944)
at com.maddox.il2.objects.weapons.Rocket$Interpolater.tick(Rocket.java:38)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassCastException: com.maddox.il2.objects.air.A4Skyhawk
at com.maddox.il2.objects.weapons.Missile.stepTargetHoming(Missile.java:367)
at com.maddox.il2.objects.weapons.Missile.interpolateStep(Missile.java:944)
at com.maddox.il2.objects.weapons.Rocket$Interpolater.tick(Rocket.java:38)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

this code repeats indefinitely, seems to be an infinite loop bug.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 25, 2014, 03:53:44 PM
Alex, thats an old Bug from SAS Engine Mod, it happens to me regularly

You have to hit the Pickle button twice to launch the Missile

In real life thats called a "Hang Fire"
Title: Re: TFM-412 The Next Level
Post by: nzmigman on April 25, 2014, 03:58:14 PM
I created a little mission with 2 flights of Mig 21s attacking an airbase in Sth Vietnam.
The base was protected by 3 NIkes and AAA. The Ground Attack Migs had cluster bombs
The Nikes launched fine and downed a couple of Migs, the only frame-rate problem was during the explosion of the cluster bombs.

Further info:
I changed to SA2s...they disappeared from the launchers but I did not see them fire. Then I tried a mix of Nike and SA2s and now my mission won't run at all.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 25, 2014, 04:00:14 PM
Yes Migman try it with SA2's
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 25, 2014, 04:02:32 PM
Are yall using the Extended Rocket Smoke Trail, just curious.

http://www.sas1946.com/main/index.php?topic=40037.msg447556#msg447556
Title: Re: TFM-412 The Next Level
Post by: Crasher on April 26, 2014, 03:23:18 AM
I have the v4.12.2m with all 25 add-ons and all working fine my question is in the joystick setup we have now ELEVATOR TRIM/AILERON/BRAKES/ELEVATOR/POWER/RUDDER in my old IL2 install I had just PITCH/ROLL/YAW.

Now using a Saitek X52 PRO and CH PRO PEDALS can any one give me any idea as to set up the sliders for the new V4.12.2m

Hope I have listed in the right section if not then moderater please move my post Thanks.

Thanks to all involved in this great IL2 addition.
Title: Re: TFM-412 The Next Level
Post by: Ojisan_bart on April 26, 2014, 04:01:40 AM
It works still fine even whit 3 sams fired but I have no smoke after the sams.. Your problem must be the smoke.
Title: Re: TFM-412 The Next Level
Post by: JotaC on April 26, 2014, 06:08:36 AM
I have the v4.12.2m with all 25 add-ons and all working fine my question is in the joystick setup we have now ELEVATOR TRIM/AILERON/BRAKES/ELEVATOR/POWER/RUDDER in my old IL2 install I had just PITCH/ROLL/YAW.

Now using a Saitek X52 PRO and CH PRO PEDALS can any one give me any idea as to set up the sliders for the new V4.12.2m

Hope I have listed in the right section if not then moderater please move my post Thanks.

Thanks to all involved in this great IL2 addition.

Well, AILERON=ROLL, ELEVATOR=PITCH, RUDDER=YAW  ;)

Now you can set trims, brakes etc too.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 26, 2014, 08:11:22 AM
For those interested Greif11's Train lights work in this ModPack: http://www.sas1946.com/main/index.php?topic=30961.msg327786#msg327786

(http://i.imgur.com/EW5awwA.jpg)

This is on Stalingrad Summer map in QMB
Title: Re: TFM-412 Problem loading Map-Pack-2
Post by: Gremlin4 on April 26, 2014, 02:09:05 PM
I have been able to load up to and including TFM-15 but although TFM-16_Map-Pack-2 appears to install into JSGME and the game boots up OK, I lose all of my maps.

QMB gives message Mission loading failed Landscape 'murmansk/load.ini' loading error.

FMB gives message World. land 0 [or is it ()] Load Map 0 [or is it ()]error.java.lang. Runtime Exception: Landscape 'agcz_Biscay/load.ini' loading error

Single missions gives message Landscape....loading error

I have downloaded the Pack 4 times, checked each with 7-zip Test Archive which has in every case stated 'no errors' - but every time the same result. I've also checked that I have the latest java due to part of the message in FMB

If I remove the Map-Pack-2 from JSGME everything works fine again.

Does anyone have any ideas?
Title: Re: TFM-412 The Next Level
Post by: foxhound on April 26, 2014, 02:59:13 PM
give all log lines, please?
Title: Re: TFM-412 The Next Level
Post by: tarnsman on April 26, 2014, 10:17:52 PM
I have a problem with Air-ClaymoreFWs.rar  when I unzip it I get a checksum error "Unexpected end of archive". 
I've tried to down load it again from Mediafire, but the down load fails "Failed - No File". 
Is there a non corrupted download available elsewhere?

Thanks
Title: Re: TFM-412 The Next Level
Post by: foxhound on April 27, 2014, 04:06:41 AM
I have a problem with Air-ClaymoreFWs.rar  when I unzip it I get a checksum error "Unexpected end of archive". 
I've tried to down load it again from Mediafire, but the down load fails "Failed - No File". 
Is there a non corrupted download available elsewhere?

Thanks

for me, that download works perfectly  ???
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 27, 2014, 04:15:45 AM
Hi Foxhound

I've tried to reply and include the 'log' but cannot attach it to my reply - can you help please on what is probably pretty basic?
Title: Re: TFM-412 The Next Level
Post by: foxhound on April 27, 2014, 04:17:52 AM
Hi Foxhound

I've tried to reply and include the 'log' but cannot attach it to my reply - can you help please on what is probably pretty basic?

when youre writing your reply, select "insert code"
Code: [Select]
here youre able to post your log without problems (or at least should be able :D)
we cant see your problem clearly if we cant see all lines
Title: Re: TFM-412 The Next Level
Post by: SAS~Malone on April 27, 2014, 04:22:28 AM
Bravo, i played the first mission of vpmedia's Vietnam campaign, which iirc uses the BB South Vietnam map.
even on my gaming rig, it is virtually unplayable. not sure if it's the amount of trees, or what, but really bad slowdowns, into single digit fps... :(

@ Gremlin4, i saw your dumped thread, and you are looking at the wrong log files. it isn't those 'hs_err..xx.log' files - by default it's called log.lst.
to include in your post, open it with notepad/wordpad, copy/paste the text into your post using the 'insert code' option, just above right of the last smiley icon.
also remember, there is a 500 character limit per post, so if your log is too big, you will need to break it up into smaller chunks.
generally, only the last 1/3 or so of the error log is the bit that will provide the info, so don't worry too much about posting the first parts...
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on April 27, 2014, 04:24:31 AM
to all who want to post/paste their log file:

log file:
http://www.sas1946.com/main/index.php/topic,13457.0.html (http://www.sas1946.com/main/index.php/topic,13457.0.html)

instant log:
http://www.sas1946.com/main/index.php/topic,19308.0.html (http://www.sas1946.com/main/index.php/topic,19308.0.html)

useing code option for log lists:
http://www.sas1946.com/main/index.php?topic=39780.0 (http://www.sas1946.com/main/index.php?topic=39780.0)
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 27, 2014, 04:30:46 AM
Thanks Foxhound

Here is the latest log - I hope that you can make more sense of it than I can!

Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x7783332f
Function name=RtlImageNtHeader
Library=C:\windows\SysWOW64\ntdll.dll

Current Java thread:
at com.maddox.opengl.Provider.nGetGLCaps(Native Method)
at com.maddox.opengl.Provider.getGLCaps(Provider.java:136)
at com.maddox.il2.engine.Config.PALGetCardCaps(Config.java:423)
at com.maddox.il2.engine.Config.createGlContext(Config.java:503)
at com.maddox.il2.engine.Config.createGlContext(Config.java:536)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1578)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 D:\Program Files (x86)\Games\TFM412-15\il2fb.exe
0x77800000 - 0x77980000 C:\windows\SysWOW64\ntdll.dll
0x76A80000 - 0x76B90000 C:\windows\syswow64\kernel32.dll
0x76B90000 - 0x76BD7000 C:\windows\syswow64\KERNELBASE.dll
0x76970000 - 0x76A70000 C:\windows\syswow64\USER32.dll
0x772D0000 - 0x77360000 C:\windows\syswow64\GDI32.dll
0x76F90000 - 0x76F9A000 C:\windows\syswow64\LPK.dll
0x77360000 - 0x773FD000 C:\windows\syswow64\USP10.dll
0x77000000 - 0x770AC000 C:\windows\syswow64\msvcrt.dll
0x753A0000 - 0x75440000 C:\windows\syswow64\ADVAPI32.dll
0x76C10000 - 0x76C29000 C:\windows\SysWOW64\sechost.dll
0x76C70000 - 0x76D60000 C:\windows\syswow64\RPCRT4.dll
0x75230000 - 0x75290000 C:\windows\syswow64\SspiCli.dll
0x75220000 - 0x7522C000 C:\windows\syswow64\CRYPTBASE.dll
0x74F20000 - 0x74F52000 C:\windows\system32\WINMM.dll
0x76FA0000 - 0x77000000 C:\windows\syswow64\IMM32.dll
0x76EC0000 - 0x76F8C000 C:\windows\syswow64\MSCTF.dll
0x74B60000 - 0x74B80000 D:\Program Files (x86)\Games\TFM412-15\DINPUT.dll
0x74460000 - 0x744DB000 C:\Program Files (x86)\Movies Toolbar\Datamngr\apcrtldr.dll
0x74410000 - 0x7445C000 C:\windows\system32\apphelp.dll
0x6D420000 - 0x6D4EF000 D:\Program Files (x86)\Games\TFM412-15\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 D:\Program Files (x86)\Games\TFM412-15\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Program Files (x86)\Games\TFM412-15\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Program Files (x86)\Games\TFM412-15\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Program Files (x86)\Games\TFM412-15\bin\zip.dll
0x749D0000 - 0x74A2B000 D:\Program Files (x86)\Games\TFM412-15\wrapper.dll
0x755A0000 - 0x761EA000 C:\windows\syswow64\SHELL32.dll
0x76550000 - 0x765A7000 C:\windows\syswow64\SHLWAPI.dll
0x68380000 - 0x683A7000 D:\Program Files (x86)\Games\TFM412-15\DT.dll
0x020F0000 - 0x020FA000 D:\Program Files (x86)\Games\TFM412-15\pathfind.dll
0x27B70000 - 0x2AA4A000 D:\Program Files (x86)\Games\TFM412-15\il2_corep4.dll
0x7C340000 - 0x7C396000 D:\Program Files (x86)\Games\TFM412-15\MSVCR71.dll
0x26840000 - 0x26863000 D:\Program Files (x86)\Games\TFM412-15\jgl.dll
0x2AA50000 - 0x2AA8A000 D:\Program Files (x86)\Games\TFM412-15\il2_usgs2.dll
0x76C30000 - 0x76C65000 C:\windows\syswow64\WS2_32.dll
0x75440000 - 0x75446000 C:\windows\syswow64\NSI.dll
0x2D310000 - 0x2D387000 D:\Program Files (x86)\Games\TFM412-15\mg_snd_sse.dll
0x749A0000 - 0x749D0000 C:\windows\system32\dinput8.dll
0x74990000 - 0x74999000 C:\windows\system32\HID.DLL
0x761F0000 - 0x7638D000 C:\windows\syswow64\SETUPAPI.DLL
0x76BE0000 - 0x76C07000 C:\windows\syswow64\CFGMGR32.dll
0x76D80000 - 0x76E0F000 C:\windows\syswow64\OLEAUT32.dll
0x765B0000 - 0x7670C000 C:\windows\syswow64\ole32.dll
0x75580000 - 0x75592000 C:\windows\syswow64\DEVOBJ.dll
0x76940000 - 0x7696E000 C:\windows\syswow64\WINTRUST.dll
0x767A0000 - 0x768C0000 C:\windows\syswow64\CRYPT32.dll
0x752F0000 - 0x752FC000 C:\windows\syswow64\MSASN1.dll
0x71DF0000 - 0x71E70000 C:\windows\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Program Files (x86)\Games\TFM412-15\bin\net.dll
0x75120000 - 0x75127000 C:\windows\system32\WSOCK32.dll
0x6FA40000 - 0x6FA50000 C:\windows\system32\NLAapi.dll
0x6FA30000 - 0x6FA40000 C:\windows\system32\napinsp.dll
0x6FA10000 - 0x6FA22000 C:\windows\system32\pnrpnsp.dll
0x70D90000 - 0x70DCC000 C:\windows\System32\mswsock.dll
0x70D20000 - 0x70D64000 C:\windows\system32\DNSAPI.dll
0x6FA00000 - 0x6FA08000 C:\windows\System32\winrnr.dll
0x70CF0000 - 0x70D17000 C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL
0x76D70000 - 0x76D75000 C:\windows\syswow64\PSAPI.DLL
0x748C0000 - 0x74988000 C:\windows\system32\Opengl32.dll
0x70060000 - 0x70082000 C:\windows\system32\GLU32.dll
0x6F700000 - 0x6F7E7000 C:\windows\system32\DDRAW.dll
0x748B0000 - 0x748B6000 C:\windows\system32\DCIMAN32.dll
0x6FBD0000 - 0x6FBE3000 C:\windows\system32\dwmapi.dll
0x75310000 - 0x75393000 C:\windows\syswow64\CLBCatQ.DLL
0x301C0000 - 0x317CD000 C:\windows\system32\nvoglv32.DLL
0x75150000 - 0x75159000 C:\windows\system32\VERSION.dll
0x74E60000 - 0x74E81000 C:\windows\system32\ntmarta.dll
0x75290000 - 0x752D5000 C:\windows\syswow64\WLDAP32.dll
0x76E10000 - 0x76E3B000 C:\windows\syswow64\imagehlp.dll
0x728B0000 - 0x7299B000 C:\windows\syswow64\dbghelp.dll

Local Time = Sun Apr 27 10:25:14 2014
Elapsed Time = 4
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
Title: Re: TFM-412 The Next Level
Post by: foxhound on April 27, 2014, 04:41:18 AM
Thanks Foxhound

Here is the latest log - I hope that you can make more sense of it than I can!

Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x7783332f
Function name=RtlImageNtHeader
Library=C:\windows\SysWOW64\ntdll.dll

Current Java thread:
at com.maddox.opengl.Provider.nGetGLCaps(Native Method)
at com.maddox.opengl.Provider.getGLCaps(Provider.java:136)
at com.maddox.il2.engine.Config.PALGetCardCaps(Config.java:423)
at com.maddox.il2.engine.Config.createGlContext(Config.java:503)
at com.maddox.il2.engine.Config.createGlContext(Config.java:536)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1578)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 D:\Program Files (x86)\Games\TFM412-15\il2fb.exe
0x77800000 - 0x77980000 C:\windows\SysWOW64\ntdll.dll
0x76A80000 - 0x76B90000 C:\windows\syswow64\kernel32.dll
0x76B90000 - 0x76BD7000 C:\windows\syswow64\KERNELBASE.dll
0x76970000 - 0x76A70000 C:\windows\syswow64\USER32.dll
0x772D0000 - 0x77360000 C:\windows\syswow64\GDI32.dll
0x76F90000 - 0x76F9A000 C:\windows\syswow64\LPK.dll
0x77360000 - 0x773FD000 C:\windows\syswow64\USP10.dll
0x77000000 - 0x770AC000 C:\windows\syswow64\msvcrt.dll
0x753A0000 - 0x75440000 C:\windows\syswow64\ADVAPI32.dll
0x76C10000 - 0x76C29000 C:\windows\SysWOW64\sechost.dll
0x76C70000 - 0x76D60000 C:\windows\syswow64\RPCRT4.dll
0x75230000 - 0x75290000 C:\windows\syswow64\SspiCli.dll
0x75220000 - 0x7522C000 C:\windows\syswow64\CRYPTBASE.dll
0x74F20000 - 0x74F52000 C:\windows\system32\WINMM.dll
0x76FA0000 - 0x77000000 C:\windows\syswow64\IMM32.dll
0x76EC0000 - 0x76F8C000 C:\windows\syswow64\MSCTF.dll
0x74B60000 - 0x74B80000 D:\Program Files (x86)\Games\TFM412-15\DINPUT.dll
0x74460000 - 0x744DB000 C:\Program Files (x86)\Movies Toolbar\Datamngr\apcrtldr.dll
0x74410000 - 0x7445C000 C:\windows\system32\apphelp.dll
0x6D420000 - 0x6D4EF000 D:\Program Files (x86)\Games\TFM412-15\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 D:\Program Files (x86)\Games\TFM412-15\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Program Files (x86)\Games\TFM412-15\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Program Files (x86)\Games\TFM412-15\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Program Files (x86)\Games\TFM412-15\bin\zip.dll
0x749D0000 - 0x74A2B000 D:\Program Files (x86)\Games\TFM412-15\wrapper.dll
0x755A0000 - 0x761EA000 C:\windows\syswow64\SHELL32.dll
0x76550000 - 0x765A7000 C:\windows\syswow64\SHLWAPI.dll
0x68380000 - 0x683A7000 D:\Program Files (x86)\Games\TFM412-15\DT.dll
0x020F0000 - 0x020FA000 D:\Program Files (x86)\Games\TFM412-15\pathfind.dll
0x27B70000 - 0x2AA4A000 D:\Program Files (x86)\Games\TFM412-15\il2_corep4.dll
0x7C340000 - 0x7C396000 D:\Program Files (x86)\Games\TFM412-15\MSVCR71.dll
0x26840000 - 0x26863000 D:\Program Files (x86)\Games\TFM412-15\jgl.dll
0x2AA50000 - 0x2AA8A000 D:\Program Files (x86)\Games\TFM412-15\il2_usgs2.dll
0x76C30000 - 0x76C65000 C:\windows\syswow64\WS2_32.dll
0x75440000 - 0x75446000 C:\windows\syswow64\NSI.dll
0x2D310000 - 0x2D387000 D:\Program Files (x86)\Games\TFM412-15\mg_snd_sse.dll
0x749A0000 - 0x749D0000 C:\windows\system32\dinput8.dll
0x74990000 - 0x74999000 C:\windows\system32\HID.DLL
0x761F0000 - 0x7638D000 C:\windows\syswow64\SETUPAPI.DLL
0x76BE0000 - 0x76C07000 C:\windows\syswow64\CFGMGR32.dll
0x76D80000 - 0x76E0F000 C:\windows\syswow64\OLEAUT32.dll
0x765B0000 - 0x7670C000 C:\windows\syswow64\ole32.dll
0x75580000 - 0x75592000 C:\windows\syswow64\DEVOBJ.dll
0x76940000 - 0x7696E000 C:\windows\syswow64\WINTRUST.dll
0x767A0000 - 0x768C0000 C:\windows\syswow64\CRYPT32.dll
0x752F0000 - 0x752FC000 C:\windows\syswow64\MSASN1.dll
0x71DF0000 - 0x71E70000 C:\windows\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Program Files (x86)\Games\TFM412-15\bin\net.dll
0x75120000 - 0x75127000 C:\windows\system32\WSOCK32.dll
0x6FA40000 - 0x6FA50000 C:\windows\system32\NLAapi.dll
0x6FA30000 - 0x6FA40000 C:\windows\system32\napinsp.dll
0x6FA10000 - 0x6FA22000 C:\windows\system32\pnrpnsp.dll
0x70D90000 - 0x70DCC000 C:\windows\System32\mswsock.dll
0x70D20000 - 0x70D64000 C:\windows\system32\DNSAPI.dll
0x6FA00000 - 0x6FA08000 C:\windows\System32\winrnr.dll
0x70CF0000 - 0x70D17000 C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL
0x76D70000 - 0x76D75000 C:\windows\syswow64\PSAPI.DLL
0x748C0000 - 0x74988000 C:\windows\system32\Opengl32.dll
0x70060000 - 0x70082000 C:\windows\system32\GLU32.dll
0x6F700000 - 0x6F7E7000 C:\windows\system32\DDRAW.dll
0x748B0000 - 0x748B6000 C:\windows\system32\DCIMAN32.dll
0x6FBD0000 - 0x6FBE3000 C:\windows\system32\dwmapi.dll
0x75310000 - 0x75393000 C:\windows\syswow64\CLBCatQ.DLL
0x301C0000 - 0x317CD000 C:\windows\system32\nvoglv32.DLL
0x75150000 - 0x75159000 C:\windows\system32\VERSION.dll
0x74E60000 - 0x74E81000 C:\windows\system32\ntmarta.dll
0x75290000 - 0x752D5000 C:\windows\syswow64\WLDAP32.dll
0x76E10000 - 0x76E3B000 C:\windows\syswow64\imagehlp.dll
0x728B0000 - 0x7299B000 C:\windows\syswow64\dbghelp.dll

Local Time = Sun Apr 27 10:25:14 2014
Elapsed Time = 4
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)

could you give ALL of the log please? even still i saw this: at com.maddox.il2.engine.Config.PALGetCardCaps(Config.java:423) which could tell that you have problems with your fmb or qmb. so do you have mission pro combo, if do i would be installing it again or removing it due to that line.
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 27, 2014, 04:59:22 AM
Thanks Foxhound

This is the initlog.lst that I think you were looking for - the only other ones that I could see were variation on the other error log.

Code: [Select]
2014-04-27 10:29:00:120 (dinput.dll) : IL-2 Process ID = 00000FA4
2014-04-27 10:29:00:136 (dinput.dll) : Starting Watchdog at D:\Program Files (x86)\Games\TFM412-15\bin\selector\basefiles\IL-2 Watchdog.exe
2014-04-27 10:29:00:136 (dinput.dll) : Watchdog process started.
2014-04-27 10:29:00:151 (dinput.dll) : JVM Parameters injector activated
2014-04-27 10:29:00:151 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2014-04-27 10:29:00:151 (dinput.dll) : Adding JVM Option: -Xms444M
2014-04-27 10:29:00:151 (dinput.dll) : Adding JVM Option: -Xmx444M
2014-04-27 10:29:00:151   (watchdog) : IL-2 Parent Process Handle = 0000007C, ID=00000FA4
2014-04-27 10:29:00:151   (watchdog) : IL-2 Watchdog started.
2014-04-27 10:29:00:167   (watchdog) : Message Window Created.
2014-04-27 10:29:00:151 (dinput.dll) : Adding JVM Option: -Xss4096K
2014-04-27 10:29:00:198 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2014-04-27 10:29:00:198 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2014-04-27 10:29:00:198 (dinput.dll) : Checking duplicate JVM Options...
2014-04-27 10:29:00:198 (dinput.dll) : Checking mandatory JVM Options...
2014-04-27 10:29:00:198 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2014-04-27 10:29:00:214 (dinput.dll) : Adding JVM Option: -Xincgc
2014-04-27 10:29:00:214 (dinput.dll) : Adding JVM Option: -Xverify:none
2014-04-27 10:29:00:214 (dinput.dll) : Adding JVM Option: -Xcomp
2014-04-27 10:29:00:214 (dinput.dll) : Final JVM Option List:
2014-04-27 10:29:00:214 (dinput.dll) : -Xms444M
2014-04-27 10:29:00:214 (dinput.dll) : -Xmx444M
2014-04-27 10:29:00:229 (dinput.dll) : -Xss4096K
2014-04-27 10:29:00:229 (dinput.dll) : -XX:PermSize=64M
2014-04-27 10:29:00:229 (dinput.dll) : -XX:MaxPermSize=64M
2014-04-27 10:29:00:229 (dinput.dll) : -Djava.class.path=.
2014-04-27 10:29:00:229 (dinput.dll) : -Xincgc
2014-04-27 10:29:00:229 (dinput.dll) : -Xverify:none
2014-04-27 10:29:00:229 (dinput.dll) : -Xcomp
2014-04-27 10:29:00:261 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2014-04-27 10:29:00:276   (watchdog) : Splash Screen Created.
2014-04-27 10:29:00:276 (dinput.dll) : JVM Parameters injected successfully
2014-04-27 10:29:00:276    (wrapper) : ProcessAttach, attached Processes =  1
2014-04-27 10:29:00:292    (wrapper) : Calling GetCommandLineParams()
2014-04-27 10:29:00:292    (wrapper) : MODS Folder = "#SAS"
2014-04-27 10:29:00:292    (wrapper) : No FILES Folder set.
2014-04-27 10:29:00:292    (wrapper) : Calling LinkIl2fbExe()
2014-04-27 10:29:00:292    (wrapper) : Trying to link back to D:\Program Files (x86)\Games\TFM412-15\il2fb.exe through LoadLibrary()
2014-04-27 10:29:00:292    (wrapper) : Calling CreateModsFolderList()
2014-04-27 10:29:01:275    (wrapper) : Scanning #SAS folder took 971 milliseconds.
2014-04-27 10:29:01:275    (wrapper) : Total number of modded files = 108656.
2014-04-27 10:29:01:275    (wrapper) : Calling SortList()
2014-04-27 10:29:01:290    (wrapper) : Sorting modded files list took 19.542 milliseconds.
2014-04-27 10:29:01:306    (wrapper) : Calling RemoveDuplicates()
2014-04-27 10:29:01:306    (wrapper) : Removing 3464 Duplicates took 0.673 milliseconds.
2014-04-27 10:29:04:473   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00100348
2014-04-27 10:29:04:473   (watchdog) : Activating IL-2 Main Window (0x00100348) using SwitchToThisWindow()
2014-04-27 10:29:04:519    (wrapper) : ThreadAttach, attached Threads =  1
2014-04-27 10:29:04:519    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 10:29:04:519    (wrapper) : ThreadDetach, attached Threads =  1
2014-04-27 10:29:04:535    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 10:29:04:535    (wrapper) : ThreadDetach, attached Threads =  1
2014-04-27 10:29:04:535    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 10:29:04:551    (wrapper) : ThreadAttach, attached Threads =  3
2014-04-27 10:29:04:551    (wrapper) : ThreadDetach, attached Threads =  2
2014-04-27 10:29:04:551    (wrapper) : ThreadDetach, attached Threads =  1
2014-04-27 10:29:04:566    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 10:29:04:847    (wrapper) : ThreadAttach, attached Threads =  3
2014-04-27 10:29:04:878    (wrapper) : ThreadAttach, attached Threads =  4
2014-04-27 10:29:04:894    (wrapper) : ThreadAttach, attached Threads =  5
2014-04-27 10:29:04:909    (wrapper) : ThreadAttach, attached Threads =  6
2014-04-27 10:29:04:909    (wrapper) : ThreadAttach, attached Threads =  7
2014-04-27 10:29:04:925    (wrapper) : ThreadAttach, attached Threads =  8
2014-04-27 10:29:04:925    (wrapper) : ThreadAttach, attached Threads =  9
2014-04-27 10:29:04:925    (wrapper) : ThreadAttach, attached Threads =  10
2014-04-27 10:29:04:941    (wrapper) : ThreadAttach, attached Threads =  11
2014-04-27 10:29:05:484   (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x00100348)
2014-04-27 10:29:14:558    (wrapper) : ThreadAttach, attached Threads =  12
2014-04-27 10:29:14:562    (wrapper) : ThreadDetach, attached Threads =  11
2014-04-27 10:29:16:049    (wrapper) : ThreadAttach, attached Threads =  12
2014-04-27 10:29:16:053    (wrapper) : ThreadDetach, attached Threads =  11
2014-04-27 10:29:16:733    (wrapper) : ThreadAttach, attached Threads =  12
2014-04-27 10:29:16:736    (wrapper) : ThreadAttach, attached Threads =  13
2014-04-27 10:29:16:739    (wrapper) : ThreadAttach, attached Threads =  14
2014-04-27 10:29:25:756    (wrapper) : ThreadAttach, attached Threads =  15
2014-04-27 10:29:25:759    (wrapper) : ThreadDetach, attached Threads =  14
2014-04-27 10:29:27:186    (wrapper) : ThreadAttach, attached Threads =  15
2014-04-27 10:29:27:189    (wrapper) : ThreadDetach, attached Threads =  14
2014-04-27 10:29:34:583    (wrapper) : ThreadDetach, attached Threads =  13
2014-04-27 10:29:34:585    (wrapper) : ThreadDetach, attached Threads =  12
2014-04-27 10:29:34:595    (wrapper) : ThreadDetach, attached Threads =  11
2014-04-27 10:29:34:595    (wrapper) : ThreadDetach, attached Threads =  10
2014-04-27 10:29:34:605    (wrapper) : ThreadDetach, attached Threads =  9
2014-04-27 10:29:35:125    (wrapper) : ThreadDetach, attached Threads =  8
2014-04-27 10:29:35:156   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00100348
2014-04-27 10:29:35:156   (watchdog) : IL-2 main window (handle 0x00100348) disappeared, checking process status.
2014-04-27 10:29:35:327    (wrapper) : ProcessDetach, attached Processes =  0
2014-04-27 10:29:35:327    (wrapper) : Total files opened = 137183
2014-04-27 10:29:35:327    (wrapper) : Total search time consumed = 4.348 milliseconds (0.004348341376 Seconds)
2014-04-27 10:29:35:327    (wrapper) : Search Time per File = 31.697 nanoseconds (0.000000031697 Seconds)
2014-04-27 10:29:35:327    (wrapper) : Average Search Iterations required per File = 9.2
2014-04-27 10:29:35:343 (dinput.dll) : JVM Parameters injector deactivated
Title: Re: TFM-412 The Next Level
Post by: foxhound on April 27, 2014, 05:04:33 AM
Thanks Foxhound

This is the initlog.lst that I think you were looking for - the only other ones that I could see were variation on the other error log.

Code: [Select]
2014-04-27 10:29:00:120 (dinput.dll) : IL-2 Process ID = 00000FA4
2014-04-27 10:29:00:136 (dinput.dll) : Starting Watchdog at D:\Program Files (x86)\Games\TFM412-15\bin\selector\basefiles\IL-2 Watchdog.exe
2014-04-27 10:29:00:136 (dinput.dll) : Watchdog process started.
2014-04-27 10:29:00:151 (dinput.dll) : JVM Parameters injector activated
2014-04-27 10:29:00:151 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2014-04-27 10:29:00:151 (dinput.dll) : Adding JVM Option: -Xms444M
2014-04-27 10:29:00:151 (dinput.dll) : Adding JVM Option: -Xmx444M
2014-04-27 10:29:00:151   (watchdog) : IL-2 Parent Process Handle = 0000007C, ID=00000FA4
2014-04-27 10:29:00:151   (watchdog) : IL-2 Watchdog started.
2014-04-27 10:29:00:167   (watchdog) : Message Window Created.
2014-04-27 10:29:00:151 (dinput.dll) : Adding JVM Option: -Xss4096K
2014-04-27 10:29:00:198 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2014-04-27 10:29:00:198 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2014-04-27 10:29:00:198 (dinput.dll) : Checking duplicate JVM Options...
2014-04-27 10:29:00:198 (dinput.dll) : Checking mandatory JVM Options...
2014-04-27 10:29:00:198 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2014-04-27 10:29:00:214 (dinput.dll) : Adding JVM Option: -Xincgc
2014-04-27 10:29:00:214 (dinput.dll) : Adding JVM Option: -Xverify:none
2014-04-27 10:29:00:214 (dinput.dll) : Adding JVM Option: -Xcomp
2014-04-27 10:29:00:214 (dinput.dll) : Final JVM Option List:
2014-04-27 10:29:00:214 (dinput.dll) : -Xms444M
2014-04-27 10:29:00:214 (dinput.dll) : -Xmx444M
2014-04-27 10:29:00:229 (dinput.dll) : -Xss4096K
2014-04-27 10:29:00:229 (dinput.dll) : -XX:PermSize=64M
2014-04-27 10:29:00:229 (dinput.dll) : -XX:MaxPermSize=64M
2014-04-27 10:29:00:229 (dinput.dll) : -Djava.class.path=.
2014-04-27 10:29:00:229 (dinput.dll) : -Xincgc
2014-04-27 10:29:00:229 (dinput.dll) : -Xverify:none
2014-04-27 10:29:00:229 (dinput.dll) : -Xcomp
2014-04-27 10:29:00:261 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2014-04-27 10:29:00:276   (watchdog) : Splash Screen Created.
2014-04-27 10:29:00:276 (dinput.dll) : JVM Parameters injected successfully
2014-04-27 10:29:00:276    (wrapper) : ProcessAttach, attached Processes =  1
2014-04-27 10:29:00:292    (wrapper) : Calling GetCommandLineParams()
2014-04-27 10:29:00:292    (wrapper) : MODS Folder = "#SAS"
2014-04-27 10:29:00:292    (wrapper) : No FILES Folder set.
2014-04-27 10:29:00:292    (wrapper) : Calling LinkIl2fbExe()
2014-04-27 10:29:00:292    (wrapper) : Trying to link back to D:\Program Files (x86)\Games\TFM412-15\il2fb.exe through LoadLibrary()
2014-04-27 10:29:00:292    (wrapper) : Calling CreateModsFolderList()
2014-04-27 10:29:01:275    (wrapper) : Scanning #SAS folder took 971 milliseconds.
2014-04-27 10:29:01:275    (wrapper) : Total number of modded files = 108656.
2014-04-27 10:29:01:275    (wrapper) : Calling SortList()
2014-04-27 10:29:01:290    (wrapper) : Sorting modded files list took 19.542 milliseconds.
2014-04-27 10:29:01:306    (wrapper) : Calling RemoveDuplicates()
2014-04-27 10:29:01:306    (wrapper) : Removing 3464 Duplicates took 0.673 milliseconds.
2014-04-27 10:29:04:473   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00100348
2014-04-27 10:29:04:473   (watchdog) : Activating IL-2 Main Window (0x00100348) using SwitchToThisWindow()
2014-04-27 10:29:04:519    (wrapper) : ThreadAttach, attached Threads =  1
2014-04-27 10:29:04:519    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 10:29:04:519    (wrapper) : ThreadDetach, attached Threads =  1
2014-04-27 10:29:04:535    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 10:29:04:535    (wrapper) : ThreadDetach, attached Threads =  1
2014-04-27 10:29:04:535    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 10:29:04:551    (wrapper) : ThreadAttach, attached Threads =  3
2014-04-27 10:29:04:551    (wrapper) : ThreadDetach, attached Threads =  2
2014-04-27 10:29:04:551    (wrapper) : ThreadDetach, attached Threads =  1
2014-04-27 10:29:04:566    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 10:29:04:847    (wrapper) : ThreadAttach, attached Threads =  3
2014-04-27 10:29:04:878    (wrapper) : ThreadAttach, attached Threads =  4
2014-04-27 10:29:04:894    (wrapper) : ThreadAttach, attached Threads =  5
2014-04-27 10:29:04:909    (wrapper) : ThreadAttach, attached Threads =  6
2014-04-27 10:29:04:909    (wrapper) : ThreadAttach, attached Threads =  7
2014-04-27 10:29:04:925    (wrapper) : ThreadAttach, attached Threads =  8
2014-04-27 10:29:04:925    (wrapper) : ThreadAttach, attached Threads =  9
2014-04-27 10:29:04:925    (wrapper) : ThreadAttach, attached Threads =  10
2014-04-27 10:29:04:941    (wrapper) : ThreadAttach, attached Threads =  11
2014-04-27 10:29:05:484   (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x00100348)
2014-04-27 10:29:14:558    (wrapper) : ThreadAttach, attached Threads =  12
2014-04-27 10:29:14:562    (wrapper) : ThreadDetach, attached Threads =  11
2014-04-27 10:29:16:049    (wrapper) : ThreadAttach, attached Threads =  12
2014-04-27 10:29:16:053    (wrapper) : ThreadDetach, attached Threads =  11
2014-04-27 10:29:16:733    (wrapper) : ThreadAttach, attached Threads =  12
2014-04-27 10:29:16:736    (wrapper) : ThreadAttach, attached Threads =  13
2014-04-27 10:29:16:739    (wrapper) : ThreadAttach, attached Threads =  14
2014-04-27 10:29:25:756    (wrapper) : ThreadAttach, attached Threads =  15
2014-04-27 10:29:25:759    (wrapper) : ThreadDetach, attached Threads =  14
2014-04-27 10:29:27:186    (wrapper) : ThreadAttach, attached Threads =  15
2014-04-27 10:29:27:189    (wrapper) : ThreadDetach, attached Threads =  14
2014-04-27 10:29:34:583    (wrapper) : ThreadDetach, attached Threads =  13
2014-04-27 10:29:34:585    (wrapper) : ThreadDetach, attached Threads =  12
2014-04-27 10:29:34:595    (wrapper) : ThreadDetach, attached Threads =  11
2014-04-27 10:29:34:595    (wrapper) : ThreadDetach, attached Threads =  10
2014-04-27 10:29:34:605    (wrapper) : ThreadDetach, attached Threads =  9
2014-04-27 10:29:35:125    (wrapper) : ThreadDetach, attached Threads =  8
2014-04-27 10:29:35:156   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00100348
2014-04-27 10:29:35:156   (watchdog) : IL-2 main window (handle 0x00100348) disappeared, checking process status.
2014-04-27 10:29:35:327    (wrapper) : ProcessDetach, attached Processes =  0
2014-04-27 10:29:35:327    (wrapper) : Total files opened = 137183
2014-04-27 10:29:35:327    (wrapper) : Total search time consumed = 4.348 milliseconds (0.004348341376 Seconds)
2014-04-27 10:29:35:327    (wrapper) : Search Time per File = 31.697 nanoseconds (0.000000031697 Seconds)
2014-04-27 10:29:35:327    (wrapper) : Average Search Iterations required per File = 9.2
2014-04-27 10:29:35:343 (dinput.dll) : JVM Parameters injector deactivated

im not needing your initlog, i need that normal log in ex. normally named as default "log"
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 27, 2014, 05:26:21 AM
Hi Foxhound

Sorry to appear rather dim but within the program, I cannot see a file just labelled 'log'.
There are a DGen.log and a NGen.log or is there another folder that the Log you want to see is hidden?
Title: Re: TFM-412 The Next Level
Post by: foxhound on April 27, 2014, 05:31:16 AM
you should have somewhere on your conf.ini this kiind of lines:
Code: [Select]
LOG=1
LOGTIME=1
LOGFILE=log.lst
LOGKEEP=0
in that logfile you will see the name of your game log and that logs information i need.
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 27, 2014, 06:14:36 AM
In my conf.ini file I only have: -
Code: [Select]
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

I guess that's not much help is it?
Title: Re: TFM-412 The Next Level
Post by: SAS~Malone on April 27, 2014, 06:18:26 AM
it does help us to see that your conf.ini is not set up to generate the log.
change the line LOG=0 to 1, then run the game once, and you will find the log.lst file in your game folder   ;)
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 27, 2014, 06:56:45 AM
I think that I may be making progress!!

Code: [Select]
2014-04-27 13:41:06:314 (dinput.dll) : IL-2 Process ID = 000004E8
2014-04-27 13:41:06:329 (dinput.dll) : Starting Watchdog at D:\Program Files (x86)\Games\TFM412-15\bin\selector\basefiles\IL-2 Watchdog.exe
2014-04-27 13:41:06:329 (dinput.dll) : Watchdog process started.
2014-04-27 13:41:06:345 (dinput.dll) : JVM Parameters injector activated
2014-04-27 13:41:06:345 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2014-04-27 13:41:06:345 (dinput.dll) : Adding JVM Option: -Xms444M
2014-04-27 13:41:06:345 (dinput.dll) : Adding JVM Option: -Xmx444M
2014-04-27 13:41:06:345 (dinput.dll) : Adding JVM Option: -Xss4096K
2014-04-27 13:41:06:345 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2014-04-27 13:41:06:360 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2014-04-27 13:41:06:360 (dinput.dll) : Checking duplicate JVM Options...
2014-04-27 13:41:06:360 (dinput.dll) : Checking mandatory JVM Options...
2014-04-27 13:41:06:360 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2014-04-27 13:41:06:360 (dinput.dll) : Adding JVM Option: -Xincgc
2014-04-27 13:41:06:360 (dinput.dll) : Adding JVM Option: -Xverify:none
2014-04-27 13:41:06:360 (dinput.dll) : Adding JVM Option: -Xcomp
2014-04-27 13:41:06:376 (dinput.dll) : Final JVM Option List:
2014-04-27 13:41:06:376 (dinput.dll) : -Xms444M
2014-04-27 13:41:06:376 (dinput.dll) : -Xmx444M
2014-04-27 13:41:06:376 (dinput.dll) : -Xss4096K
2014-04-27 13:41:06:376 (dinput.dll) : -XX:PermSize=64M
2014-04-27 13:41:06:376 (dinput.dll) : -XX:MaxPermSize=64M
2014-04-27 13:41:06:376 (dinput.dll) : -Djava.class.path=.
2014-04-27 13:41:06:392 (dinput.dll) : -Xincgc
2014-04-27 13:41:06:392 (dinput.dll) : -Xverify:none
2014-04-27 13:41:06:392 (dinput.dll) : -Xcomp
2014-04-27 13:41:06:407 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2014-04-27 13:41:06:423 (dinput.dll) : JVM Parameters injected successfully
2014-04-27 13:41:06:423    (wrapper) : ProcessAttach, attached Processes =  1
2014-04-27 13:41:06:438    (wrapper) : Calling GetCommandLineParams()
2014-04-27 13:41:06:438    (wrapper) : MODS Folder = "#SAS"
2014-04-27 13:41:06:438    (wrapper) : No FILES Folder set.
2014-04-27 13:41:06:438    (wrapper) : Calling LinkIl2fbExe()
2014-04-27 13:41:06:438    (wrapper) : Trying to link back to D:\Program Files (x86)\Games\TFM412-15\il2fb.exe through LoadLibrary()
2014-04-27 13:41:06:438    (wrapper) : Calling CreateModsFolderList()
2014-04-27 13:41:06:345   (watchdog) : IL-2 Parent Process Handle = 0000007C, ID=000004E8
2014-04-27 13:41:06:470   (watchdog) : IL-2 Watchdog started.
2014-04-27 13:41:06:470   (watchdog) : Message Window Created.
2014-04-27 13:41:06:579   (watchdog) : Splash Screen Created.
2014-04-27 13:41:07:421    (wrapper) : Scanning #SAS folder took 974 milliseconds.
2014-04-27 13:41:07:421    (wrapper) : Total number of modded files = 108656.
2014-04-27 13:41:07:421    (wrapper) : Calling SortList()
2014-04-27 13:41:07:452    (wrapper) : Sorting modded files list took 19.731 milliseconds.
2014-04-27 13:41:07:452    (wrapper) : Calling RemoveDuplicates()
2014-04-27 13:41:07:452    (wrapper) : Removing 3464 Duplicates took 0.662 milliseconds.
2014-04-27 13:41:10:089   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x000B2848
2014-04-27 13:41:10:104   (watchdog) : Activating IL-2 Main Window (0x000B2848) using SwitchToThisWindow()
2014-04-27 13:41:10:120    (wrapper) : ThreadAttach, attached Threads =  1
2014-04-27 13:41:10:120    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 13:41:10:120    (wrapper) : ThreadAttach, attached Threads =  3
2014-04-27 13:41:10:136    (wrapper) : ThreadDetach, attached Threads =  2
2014-04-27 13:41:10:136    (wrapper) : ThreadDetach, attached Threads =  1
2014-04-27 13:41:10:136    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 13:41:10:136    (wrapper) : ThreadAttach, attached Threads =  3
2014-04-27 13:41:10:136    (wrapper) : ThreadDetach, attached Threads =  2
2014-04-27 13:41:10:151    (wrapper) : ThreadDetach, attached Threads =  1
2014-04-27 13:41:10:151    (wrapper) : ThreadAttach, attached Threads =  2
2014-04-27 13:41:10:479    (wrapper) : ThreadAttach, attached Threads =  3
2014-04-27 13:41:10:494    (wrapper) : ThreadAttach, attached Threads =  4
2014-04-27 13:41:10:557    (wrapper) : ThreadAttach, attached Threads =  5
2014-04-27 13:41:10:557    (wrapper) : ThreadAttach, attached Threads =  6
2014-04-27 13:41:10:572    (wrapper) : ThreadAttach, attached Threads =  7
2014-04-27 13:41:10:572    (wrapper) : ThreadAttach, attached Threads =  8
2014-04-27 13:41:10:572    (wrapper) : ThreadAttach, attached Threads =  9
2014-04-27 13:41:10:588    (wrapper) : ThreadAttach, attached Threads =  10
2014-04-27 13:41:10:604    (wrapper) : ThreadAttach, attached Threads =  11
2014-04-27 13:41:11:119   (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x000B2848)
2014-04-27 13:41:39:965    (wrapper) : ThreadAttach, attached Threads =  12
2014-04-27 13:41:49:393    (wrapper) : ThreadAttach, attached Threads =  13
2014-04-27 13:41:49:397    (wrapper) : ThreadDetach, attached Threads =  12
2014-04-27 13:41:51:711    (wrapper) : ThreadAttach, attached Threads =  13
2014-04-27 13:41:51:714    (wrapper) : ThreadDetach, attached Threads =  12
2014-04-27 13:41:52:480    (wrapper) : ThreadAttach, attached Threads =  13
2014-04-27 13:41:52:483    (wrapper) : ThreadAttach, attached Threads =  14
2014-04-27 13:42:04:777    (wrapper) : ThreadAttach, attached Threads =  15
2014-04-27 13:42:04:805    (wrapper) : ThreadDetach, attached Threads =  14
2014-04-27 13:42:07:328    (wrapper) : ThreadAttach, attached Threads =  15
2014-04-27 13:42:07:331    (wrapper) : ThreadDetach, attached Threads =  14
2014-04-27 13:42:17:509    (wrapper) : ThreadDetach, attached Threads =  13
2014-04-27 13:42:17:520    (wrapper) : ThreadDetach, attached Threads =  12
2014-04-27 13:42:17:530    (wrapper) : ThreadDetach, attached Threads =  11
2014-04-27 13:42:17:530    (wrapper) : ThreadDetach, attached Threads =  10
2014-04-27 13:42:17:530    (wrapper) : ThreadDetach, attached Threads =  9
2014-04-27 13:42:17:581    (wrapper) : ThreadDetach, attached Threads =  8
2014-04-27 13:42:17:846    (wrapper) : ThreadDetach, attached Threads =  7
2014-04-27 13:42:17:893   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x000B2848
2014-04-27 13:42:17:893   (watchdog) : IL-2 main window (handle 0x000B2848) disappeared, checking process status.
2014-04-27 13:42:17:956    (wrapper) : ProcessDetach, attached Processes =  0
2014-04-27 13:42:17:956    (wrapper) : Total files opened = 137197
2014-04-27 13:42:17:956    (wrapper) : Total search time consumed = 5.934 milliseconds (0.005933856592 Seconds)
2014-04-27 13:42:17:956    (wrapper) : Search Time per File = 43.251 nanoseconds (0.000000043251 Seconds)
2014-04-27 13:42:17:956    (wrapper) : Average Search Iterations required per File = 9.2
2014-04-27 13:42:17:971 (dinput.dll) : JVM Parameters injector deactivated
Title: Re: TFM-412 The Next Level
Post by: SAS~Malone on April 27, 2014, 08:06:59 AM
definitely making progress :D
however: be sure that you have installed th Instant Log mod, here: http://www.sas1946.com/main/index.php?topic=19308.0
this will let the error log be completed, and not cut off if/when the game crashes.
once you have it installed, your error log should be complete, and we can have a good look at it.
a reminder again of the 500 character per post limit, so if your log is too big, you might have to split it up into two or more posts - generally, however, we only really need to see the last part of the error log - the last 1/3 or so...
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on April 27, 2014, 08:17:25 AM
Eugene, I have the same problem with VPmedia's BB South Vietnam, I have no earthly idea why, when you launch on that map its a slide show. Im still wondering/searching for what can cause this.
Title: Re: TFM-412 The Next Level
Post by: jt189 on April 27, 2014, 09:45:09 AM
i do not know but this might help there is two versions of java one is a 32 bit and the other one is a 64 bit. I use the 64 bit version
But try the 64 bit version of java might help
Title: Re: TFM-412 The Next Level
Post by: tarnsman on April 27, 2014, 09:53:35 AM
I have a problem with Air-ClaymoreFWs.rar  when I unzip it I get a checksum error "Unexpected end of archive". 
I've tried to down load it again from Mediafire, but the down load fails "Failed - No File". 
Is there a non corrupted download available elsewhere?

Thanks

for me, that download works perfectly  ???

I tried it a moment ago from Mediafire and got a "Failed No File" message.
Is it available somewhere else?
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 27, 2014, 12:53:58 PM
Hi SAS~Malone
I looked at the lead you provided to install Instant Log but it says not to be used if you are using Modact 5 or later. My installed version is v5.3.
However, although it says later versions include it, I still cannot find any reference to it in conf.ini

It's certainly somewhat more complicated than my first sim in 1982 which used a Sinclair ZX Spectrum (they're still available on eBay) - the program had the 'massive' capacity of 48k RAM and I thought it was OK at the time!
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 27, 2014, 06:40:53 PM
Got a bit of a problem here:

(http://i683.photobucket.com/albums/vv191/Plantoid_1/2014042714-48-00_zps96daa238.jpg) (http://s683.photobucket.com/user/Plantoid_1/media/2014042714-48-00_zps96daa238.jpg.html)

This is the trees that are on the War Over Italy map.

I have all the packs with only the Marauder Upgrade as extra.

Missions run well with no fps issue.

Any ideas?

Bob
Title: Re: TFM-412 The Next Level
Post by: SAS~Malone on April 28, 2014, 12:05:14 AM
ah, my apologies, Gremlin - it is indeed included with Modact 5.3 ;)
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 28, 2014, 03:52:52 AM
Bob,

Re trees "War Over Italy" Map. I have similar effect on my map. No ideas, though. At least you are not alone!
Title: Re: TFM-412 The Next Level
Post by: Gremlin4 on April 28, 2014, 01:21:50 PM
Hi SAS#Malone

I have found a reference to Instant Log under #SAS consisting of 3 lines of code. Wher do I put them to enable Instant Log?

Regards
Title: Re: TFM-412 The Next Level
Post by: SAS~Malone on April 28, 2014, 01:27:14 PM
Hi Gremlin
as long as you have the InstantLog folder inside your #SAS folder, you should be good to go. ;)
Title: Re: TFM-412 The Next Level
Post by: csvousden on April 28, 2014, 10:11:29 PM
I thought I had it all going correctly, but I have just discovered that my original zeroes have their landing gear swing up through their wings.

Any idea what might cause this?  The Japancat zeroes are fine.
Title: Re: TFM-412 The Next Level
Post by: SAS~Malone on April 29, 2014, 12:45:29 AM
hi mate, that issue has been repeatedly discussed, and i think solved.
do a search in tech help section for 'upside down gear' and you'll find several threads on this.
hopefully one of them will have the answers you seek.
can't recall exactly now, but i think it was to do with landing gear damage mod, or wheels mod, or such.  ;)
Title: Re: TFM-412 The Next Level
Post by: csvousden on April 29, 2014, 06:40:04 AM
Thanks SAS-Malone

The answer was from this note:

Drop hfsx_3do09.sfs from the automount and the zeros will work again. 

which I needed after following this advice:

Like to have some HSFX eye candy in Modact 5?
Easy to achieve: Just copy all fb_hfx*.sfs files from your HSFX 7 folder to the "SFS_AUTO" folder of Modact 5.
It's about 5 Gigabytes in total, bear with us that we don't mirror that amount of data here. If you like the files, download HSFX 7 and you get them for free.

So the lesson here is to be careful. I suppose I got in trouble by doing something slightly off the beaten path with TFM and then forgetting what I had done.

Thanks so much for the tech help though.  I really love this mod collection.
Title: Re: TFM-412 The Next Level
Post by: csvousden on April 29, 2014, 06:43:00 AM
Okay,  one more thing to think about:

Any chance of a future addition of pre war planes?  I have been reading about the Spanish Civil War and would love an addition that would make those planes available.  I have them in another version of my 4.12.2 game.  My favorite book about that war is Airmen Without Portfolio which I think would make a fun movie in the tradition of Flyboys or other fun flying movies.

C
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 29, 2014, 10:40:57 AM
MadDog,

You posted a question regarding cyberolas retextured maps and whether anyone had got them working in TFM412. I have installed the Crimea, Kuban and Prokhorovka maps and all loaded and play ok in FMB. As I cannot find your original post (probable brain freeze) I am not sure if this is of any use to you. Come back if I can give any further help.

Title: Re: TFM-412 The Next Level
Post by: jlan5031 on April 29, 2014, 10:48:28 AM
I'm astounded at the effort this project must have cost. Hats off and thanks.

Speaking of the War Over Italy map. I can't open it. The little blue section reads "section [MAP2D] not found in 'maps/Mediterran_W.o.l/W_o_l_load.ini."

 My loglfile.text entry reads, "(GameWin3D.java:235)
section [MAP2D] not found in 'maps/Mediterran_W.o.I/Med_W_o_I_load.ini."

In the MAPMODS/Map folders, I cant find any folder with that name. The all.ini entry reads "War_Over_Italy                  Mediterran_W.o.I/Med_W_o_I_load.ini."

Any ideas what the problem could be?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on April 29, 2014, 11:14:50 AM
MadDog,

You posted a question regarding cyberolas retextured maps and whether anyone had got them working in TFM412. I have installed the Crimea, Kuban and Prokhorovka maps and all loaded and play ok in FMB. As I cannot find your original post (probable brain freeze) I am not sure if this is of any use to you. Come back if I can give any further help.

Hello again Bergkamp

Thank you for the above post. I would be very interested to hear what you did to get the maps working properly. I remember how good they were in DBW and HSFX. Cyberolas now has 5 of these stock repaints and another, Stalingrad, on the way. I had posted in the MapWorx subforum.

So I tried to install the Crimea_RRR following Cyberolas' instructions which were quite simple as I wanted to overwrite the stock map rather than create an alternative. When I fly now in QMBPro on the Crimea map everything is just as before so I am missing something. I had simply pasted the .tex and Crimea folders across. Maybe something new needs to go into an .ini file. These repaints should be compatible with all versions so Cyberolas says.

You say that you can play them in FMB, do you see them in QMB? That is the advantage of overwriting the stock maps with these repaints - they then show in QMB.

If you can show me what you did to enable these maps in TFM-412 I would be most grateful.

Thanks for your assistance Bergkamp

Euan


 Installation: (from Cyberolas)

    Copy the content of _Tex folder into your Sturmovik _Tex folder
    Copy the Crimea folder into Crimea folder in game (all rewrite), if you want to have retextured map. In this case don´t add any new line to all.ini file.
    If you want to save map as new, create Crimea_RRR folder and copy content of Crimea folder into it. Add line "Crimea_RRR  Crimea_RRR/load.ini" to all.ini file.


EDIT: Well, as is often the case, we find our own errors by looking again at the problem. I had copied the folder at the wrong depth, nothing more. Now I have the gorgeous retextured maps available within QMB. Wizard.
Title: Re: TFM-412 The Next Level
Post by: hello on April 29, 2014, 12:38:10 PM
Hi there
when I start the game I am getting  lot of these errors in the startup log, for several ships. I have 4.12.2 with SAS AI Flyable and the next level installed up to archive 25. No other mods running. The game starts fine but just throws a lot of these errors. I surmise something is wrong with the ships, but I can't figure out what. Maybe someone can help me. Here's one of the errors.

Ship: Value of [USSLexingtonCV2_42]:<Mesh> not foundCan't set property
[6:09:57 PM]   java.lang.RuntimeException: Can't set property
[6:09:57 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[6:09:57 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[6:09:57 PM]      at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[6:09:57 PM]      at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:193)
[6:09:57 PM]      at java.lang.Class.forName0(Native Method)
[6:09:57 PM]      at java.lang.Class.forName(Unknown Source)
[6:09:57 PM]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:09:57 PM]      at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:09:57 PM]      at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:09:57 PM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
[6:09:57 PM]      at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[6:09:57 PM]      at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:09:57 PM]      at com.maddox.il2.game.Main.exec(Main.java:432)
[6:09:57 PM]      at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:09:57 PM]   Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSLexingtonCV2_42
Title: Re: TFM-412 The Next Level
Post by: bergkamp on April 29, 2014, 02:16:09 PM
EDIT: Well, as is often the case, we find our own errors by looking again at the problem. I had copied the folder at the wrong depth, nothing more. Now I have the gorgeous retextured maps available within QMB. Wizard.

Pleased you got it sorted. Glad I didn't have to answer too many questions as I probably only got the maps working by being a lucky amateur. Still couldn't find your original post in MapWorx sub forum. Shows you what I'm like.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on April 29, 2014, 07:46:20 PM
The trees I referred to back in #734 are also found on the 3BG_Korea_Summer map. The 3BG_Korea_Winter map has good trees and bushes.

Something must be missing in a summer texture?

Any ideas of where can I look for a solution?

Bob
Title: Re: TFM-412 The Next Level
Post by: timmy1963 on May 01, 2014, 04:23:57 AM
I was having the same problem with those trees.I looked at all my Mediterranean maps and found 4 more.Then i did a random check of other maps and found no problems.I read the thread in the tech section and tried going in the _Tex folder and put a (-) for AlteredBush9a.tga but no luck.Since it looks like the problem is mainly with my Med maps i tried a few things and it fixed it.Here is what i did.Go to:

MapMods/Maps/_Tex/Trees and look for MTO_AlteredBush8aTL.tga and put a (-) in front.

It worked for me so i hope it works for you guys.I am no expert but i do get lucky sometimes.I have only looked at a couple of maps from other theaters and so far they are fine.I also had 3 maps not showing in FMB: cztx_BurmaLower,Iwo,and Marianas Expanded.

For BurmaLower go to the folder in Mapmods and change cztx_BurmaLower to cztx_Burma_Lower and its fixed.

For Iwo go to folder in MapMods and change Iwo to Iwo_redko and its fixed.

For Marianas Expanded i had to go download the map(from the map section) and put the Marianas_Expanded folder in the maps folder.I didn't add the texture folder or the three .tga files because i looked and they are already in 4.12 and the map works and looks good.

I have a JSGME loaded version and a manual install version and both have the same problems.These are small problems for such a big project and its a lot of fun for me to try and solve them.Thank you Monty.

I hope this helps some of you and i hope you are all having as much fun as i am :) :)

Tim
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 01, 2014, 05:04:47 AM
timmy1963:

Great stuff man!! That's the fix for the War Over Italy map. I don't have time to try the rest of your fixes but I will.

How the hell did you think to try what you have? I admire your persistence.

Thank you.

Bob
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 01, 2014, 07:41:48 AM
Hamm66:

Unfortunately the only way I've found to get around this is to disable the MissionPro Combo by P.A.L. The other thing I found with the MissionPro was that the horizontal lines on the ground disappeared when the map went from the coloured 2D rendition to the 2D version where you can make out individual items on the ground.

Maybe it'll be fixed in DBW2.

Bob
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 01, 2014, 07:57:52 AM
timmy1963:

I hadn't been to those other maps up until now but, when I did  I saw the issue, installed your fixes and, they all work great.

Thanks again.

Bob
Title: Re: TFM-412 The Next Level
Post by: Mr45Thompson on May 01, 2014, 09:26:16 AM
Hi there guys,
great job putting all this together!

Got a question, as I am unzipping the parts, most of them get this error message at the end:
(http://i796.photobucket.com/albums/yy246/c22552255/error_zpscacf168b.png)

It happens at the end, which makes me think that most of it is there. Whenever I get this message, I just re-download the file. But in this case, there are so many and they are so big that they take a really long time. Should I be re-downloading?
Title: Re: TFM-412 The Next Level
Post by: jlan5031 on May 01, 2014, 10:26:59 AM
In reference to my query re the map War over Italy, I've been looking and searching for some help, but there's not much out there of much help. If someone can point me in the right direction, maybe I can figure out how to solve why FMB can't find the map. I discovered I have a working may in an earlier DBW 1.7. It has the same all.ini entry. I notice a War over Italy folder is absent in both MAPMODS. Some file, or folder, for the map must be somewheer in the bowels of the game, but I've never been able to find the location.
Can someone help me?
Thanks
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 01, 2014, 10:44:46 AM
Got a question, as I am unzipping the parts, most of them get this error message at the end:
http://i796.photobucket.com/albums/yy246/c22552255/error_zpscacf168b.png

It happens at the end, which makes me think that most of it is there. Whenever I get this message, I just re-download the file. But in this case, there are so many and they are so big that they take a really long time. Should I be re-downloading?


I notice that you are using WinRAR. There are several known difficulties with this client.I would recommend using 7-Zip which has always worked flawlessly for me and is compatible with more file types.
Title: Re: TFM-412 The Next Level
Post by: Bizu on May 01, 2014, 11:44:53 AM
Yes, use 7-zip, from time to time I get errors when extracting archives with winrar so everytime I get one I switch to 7-zip
Title: Re: TFM-412 The Next Level
Post by: timmy1963 on May 01, 2014, 01:03:38 PM
timmy1963:

Great stuff man!! That's the fix for the War Over Italy map. I don't have time to try the rest of your fixes but I will.

How the hell did you think to try what you have? I admire your persistence.

Thank you.

Bob
timmy1963:

I hadn't been to those other maps up until now but, when I did  I saw the issue, installed your fixes and, they all work great.

Thanks again.

Bob

Glad i could help Plowshare.The thread in the tech section about those trees is what gave me the idea or else i would probably still have the problem. I don't know anything about map making except how to place objects in the FMB.I just looked at all my Spain maps and there fine.I'll be looking through more later today.The map fixes i did i have done in the past.I have some experience with manual installing.Sometimes it takes me a bit to figure it out and i really surprise myself when i get things right ;D.
Title: Re: TFM-412 The Next Level
Post by: Mr45Thompson on May 01, 2014, 02:08:54 PM
Ok, that seems to have worked for some parts, but I'm still getting error reports. So, I guess I'll just have to re-download all of them again.
Thanks for the help! That 7z seems to be more thorough, I like it...
Title: Re: TFM-412 The Next Level
Post by: jlan5031 on May 01, 2014, 05:12:16 PM
My problem with the War over Italy map is solved. I'm not sure it was the best way, but it works. I did a search for War ove Italy, and one of the responses found in SAS>Activators & Support, pg 5, "Need Help with War over Italy map," July 22, 2011. From there I was directed to  the download for the map. I downloaded and pasted it into MAPMODS>Maps. Now the map loads.
Title: Re: TFM-412 The Next Level
Post by: 1st account of warduck on May 02, 2014, 10:58:48 AM
I have to at least tell you thanks for all this!! Wow!
Title: Re: TFM-412 The Next Level
Post by: David Prosser on May 03, 2014, 04:03:02 AM
Every time I d/l the UP3.0 Torrent, my AVG anti Virus screams virus!!!!!, and either forbids access, or prompts me to delete it. It actually downloads OK as a torrent, but on restart, the virus alert appears. The d/l pages for files are not accepting free users. This thing needs to be put on Mediafire or a similar site. I've already commented on the Ultra Pack site.

cheers


David
Title: Re: TFM-412 The Next Level
Post by: zionid on May 03, 2014, 08:03:25 AM
Have anyone experienced the sound 'hanging' when getting blackouts in cockpit view? I have a bug where the sound goes in waves after BO's. Low..high... low...

Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 03, 2014, 08:09:35 AM
Is this a 'bug'? If the sound amplitude oscillates as you say after the effect of the blackout is over then perhaps you have a sound problem but I think what you're describing is the aural effect of the blackout experience, you are becoming unconscious due to blood draining out of your head and this effect of sound draining away accentuates that perception.
Title: Re: TFM-412 The Next Level
Post by: foxhound on May 03, 2014, 09:07:39 AM
Should I be re-downloading?

download package again and extract that new one. i have 7-zip but i dont like to use it because it is waay too much slower than winrar.
Title: Re: TFM-412 The Next Level
Post by: zionid on May 03, 2014, 09:41:04 AM
Is this a 'bug'? If the sound amplitude oscillates as you say after the effect of the blackout is over then perhaps you have a sound problem but I think what you're describing is the aural effect of the blackout experience, you are becoming unconscious due to blood draining out of your head and this effect of sound draining away accentuates that perception.

Thing is- once it starts- at any given moment with- it lasts the rest of the mission, after recovery:P...
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 03, 2014, 09:51:29 AM
download package again and extract that new one. i have 7-zip but i dont like to use it because it is waay too much slower than winrar.

How strange. I only have near instantaneous extractions with 7-Zip and never any silly error messages, except in the rare instance of a botched download.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 03, 2014, 09:58:25 AM
Thing is- once it starts- at any given moment with- it lasts the rest of the mission, after recovery:P...

If that happens only sometimes then it will be difficult to pin down but if it always happens in that circumstance then it's down to your sound software, whatever that may be. Are you using stock sounds or one of the packs? I use stock TFM-412 with the addition of the custom soundpack from 69th_Steerpots which is pretty flawless especially using his custom conf.ini settings.
Title: Re: TFM-412 The Next Level
Post by: foxhound on May 03, 2014, 01:55:30 PM
How strange. I only have near instantaneous extractions with 7-Zip and never any silly error messages, except in the rare instance of a botched download.
well i dont know about you but my 7-zip extractions are taking at least 2 times longer than with winrar and winrar doesnt give those errors unless there is something wrong wit downloaded file.
Title: Re: TFM-412 The Next Level
Post by: FNRennier on May 03, 2014, 04:17:06 PM
If while downloading the internet is very slow,
The zipped file will be corrupt
Title: Re: TFM-412 The Next Level
Post by: Tato on May 03, 2014, 05:26:07 PM
First of all thanks for your great work. I have one issue: All Ki-43I's have the wrong cockpit. Any sugestions? Thanks again!
Title: Re: TFM-412 The Next Level
Post by: zionid on May 03, 2014, 07:26:26 PM
If that happens only sometimes then it will be difficult to pin down but if it always happens in that circumstance then it's down to your sound software, whatever that may be. Are you using stock sounds or one of the packs? I use stock TFM-412 with the addition of the custom soundpack from 69th_Steerpots which is pretty flawless especially using his custom conf.ini settings.

I am using the exact same setup. Will continue testing and reporty back.
Title: Re: TFM-412 The Next Level
Post by: SAS~Monty27 on May 03, 2014, 11:17:35 PM
If that happens only sometimes then it will be difficult to pin down but if it always happens in that circumstance then it's down to your sound software, whatever that may be. Are you using stock sounds or one of the packs? I use stock TFM-412 with the addition of the custom soundpack from 69th_Steerpots which is pretty flawless especially using his custom conf.ini settings.

That's a bad download Euan, don't know how to improve it from the Upload side, but you are always welcome to Skype me at HQ and get the files direct!  ;D
Title: Re: TFM-412 The Next Level
Post by: zionid on May 04, 2014, 03:06:16 AM
What Monty? The soundfiles in the mentioned pack? Except for the mentioned minor bug- everything seems good aye?
Title: Re: TFM-412 The Next Level
Post by: Senor-Droolcup on May 04, 2014, 09:31:43 AM
Confused green newbie: how do I install the various TFM-412 packs?

Do I just copy everything into the #SAS folder and THEN used JSGME to add the #SAS mod? Do I need to wait to activate the #SAS mod until ALL the packs are downloaded and copied in order?

Link to a quick idiot-proof installation guide would be appreciated.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 04, 2014, 11:38:28 AM
Confused green newbie: how do I install the various TFM-412 packs?

Do I just copy everything into the #SAS folder and THEN used JSGME to add the #SAS mod? Do I need to wait to activate the #SAS mod until ALL the packs are downloaded and copied in order?

Link to a quick idiot-proof installation guide would be appreciated.


Here is the link that you need.

http://www.sas1946.com/main/index.php?topic=40015.0

Read, digest and do likewise.
Title: Re: TFM-412 The Next Level
Post by: teisco on May 04, 2014, 05:30:54 PM
I have an interesting problem. If I make a mission in Modact 5.3 for 412.2 and then transfer the mission to the new TFM 412.2 version I get a crash to desktop. Looking at the log I find a ton of errors. When making the mission I used the same map and items that are in TFM 412.2 so why should there be so many errors? Otherwise a mission made in Modcact 5.3 has a chance of not working in TFM 412.2.
Title: Re: TFM-412 The Next Level
Post by: spad42 on May 06, 2014, 06:39:07 AM
Hello, i am french and my english is poor. Great thanks for your work, all moders made a revival for our game. I enjoy to play with the new TFM and he work fine.
I download and install TFM 412 the new level. It work fine too but when i try to install the mods TFM i have a desktop return at 20% with the TFM 412-11. From the 01 to 10 no problem.
Can you help me ? I don't find same case in the forum.

Thank again
 

 
Title: Re: TFM-412 The Next Level
Post by: JotaC on May 06, 2014, 09:00:33 AM
Guys, countermeasures mod is working for you after all packs installed?

EDIT: solved, conf.ini had been reset.
Title: Re: TFM-412 The Next Level
Post by: Mr45Thompson on May 07, 2014, 11:18:16 AM
Where can I find my root file for the sfs files?
Title: Re: TFM-412 The Next Level
Post by: SAS~Gerax on May 07, 2014, 11:35:16 AM
The "root" is the folder where you have installed your 412-tfm.
Like: "C:\games\Il-2_412-tfm"
And this blue part often is named the "root".  ;)

Title: Re: TFM-412 The Next Level
Post by: Mr45Thompson on May 07, 2014, 02:12:57 PM
Ok, so what do I do with the list of .sfs files on the front page that Monty posted?
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on May 07, 2014, 03:37:41 PM
Hello, i am french and my english is poor. Great thanks for your work, all moders made a revival for our game. I enjoy to play with the new TFM and he work fine.
I download and install TFM 412 the new level. It work fine too but when i try to install the mods TFM i have a desktop return at 20% with the TFM 412-11. From the 01 to 10 no problem.
Can you help me ? I don't find same case in the forum.

Thank again
 

 

I had the exact problem as you, except I had it with four separate reinstalls (very frustrating).  My problem was that I did not have the "AI flyables" installed correctly.  Look back at the first post and I think that will help.  Install it with JSGME and I think you will be amazed (hopefully).
Title: Re: TFM-412 The Next Level
Post by: cperleberg on May 07, 2014, 09:18:54 PM
OK, I'll admit I'm a bit peeved. I downloaded 25 files of around 7 GB total, only to be told I need a bunch of sfs files that I can't find. I downloaded UP_3.0 RC  (via torrent -- 6 GB the hard way), and found the maps, object, and texture files (I think). No sign of the updbw_mapex_xx.sfs files. Where are they? Have I even got the right files?
I'll be alright in the morning, but jeesh, why couldn't those files have been provided as part of the download? I'm DIW until I find them.

(And I did search this forum for answers, but got no no meaningfil help, which didn't improve my mood any. )

(I mean you guys put an incredible amount of work into this!)
Chris P.



Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 07, 2014, 11:18:14 PM
OK, I'll admit I'm a bit peeved. I downloaded 25 files of around 7 GB total, only to be told I need a bunch of sfs files that I can't find. I downloaded UP_3.0 RC  (via torrent -- 6 GB the hard way), and found the maps, object, and texture files (I think). No sign of the updbw_mapex_xx.sfs files. Where are they? Have I even got the right files?
I'll be alright in the morning, but jeesh, why couldn't those files have been provided as part of the download? I'm DIW until I find them.

(And I did search this forum for answers, but got no no meaningfil help, which didn't improve my mood any. )

(I mean you guys put an incredible amount of work into this!)
Chris P.


Hello cperleberg

I know that there are many pages to this thread now and searching for answers really has become like looking for a needle in a haystack. But, early on I had this very same issue. I had downloaded the .sfs files from UP using the posted torrent file that was provided as I had deleted my previous DBW install and so didn't have access to any of the old files that you would have if you were simply upgrading. Problem was that this torrent file of the UP .sfs files does not contain the dbw related map files called updbw_mapex and the only way to get hold of those is to grab a dbw megapatch and thin those files out. Then copy and paste into your root directory.

If you search through the early pages of this thread you will see my agonising just as you do now over the same issue. WIP is like this though, two steps forward and one step back sometimes, you just have to roll with the punches.

Welcome to the TFM-412 community!
Title: Re: TFM-412 The Next Level
Post by: cperleberg on May 08, 2014, 07:27:28 AM
Well, I found the updbw files in the DBW 1.71 download. I think I have everything now.


Chris P.
Title: Re: TFM-412 The Next Level
Post by: harpia on May 08, 2014, 04:46:38 PM
Hello everybody! I do not know if anyone else has this problem, I took a searched and not found anyone complaining that proble.No QMB maps do not appear on the amount you have on NewTFM, only about 16 maps. I put the SFS files into the root folder of IL2. What might be happening and how to solve it? Thank you in advance any help! ;) ;) ;) ;) ;)
Title: Re: TFM-412 The Next Level
Post by: Mig on May 09, 2014, 12:21:56 PM
 ;) updbw_mapex

://ultrapack.tuttovola.org/index.php?topic=5450.0
Title: Re: TFM-412 The Next Level
Post by: Marq on May 10, 2014, 02:53:52 PM
Hello

first: thanks all that are involved in this great work, impressive how you can keep this beloved SIM alive.

I have problems when charging missions in QMB and cant charge the maps in the FMB.

When I change to DBW i can see all the maps.

Could someone tell me if there is an error? what kind of error?

I put the log info.

Thank you in advance.

mission QuickQMBPro/Burma/BurmaRedBridge00.mis...
Code: [Select]
[8:20:05 PM] Month = 5 , Hour = 12
[8:20:05 PM] Temperature -     0m = 24.0 .
[8:20:05 PM] Temperature -  1000m = 17.51001 .
[8:20:05 PM] Temperature -  2000m = 11.019989 .
[8:20:05 PM] Temperature -  3000m = 4.529999 .
[8:20:05 PM] Temperature -  4000m = -1.9599915 .
[8:20:05 PM] Temperature -  5000m = -8.450012 .
[8:20:05 PM] Temperature -  6000m = -14.940002 .
[8:20:05 PM] Temperature -  7000m = -21.429993 .
[8:20:05 PM] Temperature -  8000m = -27.919998 .
[8:20:05 PM] Temperature -  9000m = -34.410004 .
[8:20:05 PM] Temperature - 10000m = -40.899994 .
[8:20:05 PM] Temperature - 11000m = -47.39 .
[8:20:05 PM] Temperature - 12000m = -53.880005 .
[8:20:05 PM] Loading map.ini defined airfields:
[8:20:05 PM] INTERNAL ERROR: TGAFile_LoadTexture('maps/_tex/water/animated/waternoise00.BumpH')- Bump loading problem (Bad Size)
[8:20:05 PM] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/water/animated/waternoise00.tga')
[8:20:05 PM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Err'
[8:20:05 PM] WARNING: TLandscape::LoadMap('Burma/load.ini') - errors in loading
[8:20:05 PM] Landscape 'Burma/load.ini' loading error
[8:20:05 PM] java.lang.RuntimeException: Landscape 'Burma/load.ini' loading error
[8:20:05 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[8:20:05 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[8:20:05 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:1063)
[8:20:05 PM] at com.maddox.il2.game.Mission._load(Mission.java:753)
[8:20:05 PM] at com.maddox.il2.game.Mission.access$6(Mission.java:732)
[8:20:05 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
[8:20:05 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[8:20:05 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[8:20:05 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[8:20:05 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:20:05 PM] Landscape 'Burma/load.ini' loading error
[8:20:05 PM] java.lang.RuntimeException: Landscape 'Burma/load.ini' loading error
[8:20:05 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[8:20:06 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[8:20:06 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:1063)
[8:20:06 PM] at com.maddox.il2.game.Mission._load(Mission.java:753)
[8:20:06 PM] at com.maddox.il2.game.Mission.access$6(Mission.java:732)
[8:20:06 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
[8:20:06 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[8:20:06 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[8:20:06 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[8:20:06 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:20:12 PM] Loading mission QuickQMBPro/Creta/CretaRedNone00.mis...
[8:20:12 PM] Month = 6 , Hour = 12
[8:20:12 PM] Temperature -     0m = 24.0 .
[8:20:12 PM] Temperature -  1000m = 17.51001 .
[8:20:12 PM] Temperature -  2000m = 11.019989 .
[8:20:12 PM] Temperature -  3000m = 4.529999 .
[8:20:12 PM] Temperature -  4000m = -1.9599915 .
[8:20:12 PM] Temperature -  5000m = -8.450012 .
[8:20:12 PM] Temperature -  6000m = -14.940002 .
[8:20:12 PM] Temperature -  7000m = -21.429993 .
[8:20:12 PM] Temperature -  8000m = -27.919998 .
[8:20:12 PM] Temperature -  9000m = -34.410004 .
[8:20:12 PM] Temperature - 10000m = -40.899994 .
[8:20:12 PM] Temperature - 11000m = -47.39 .
[8:20:12 PM] Temperature - 12000m = -53.880005 .
[8:20:12 PM] Loading map.ini defined airfields:
[8:20:13 PM] INTERNAL ERROR: TGAFile_LoadTexture('maps/_tex/water/animated/waternoise00.BumpH')- Bump loading problem (Bad Size)
[8:20:13 PM] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/water/animated/waternoise00.tga')
[8:20:13 PM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Err'
[8:20:13 PM] WARNING: TLandscape::LoadMap('vol_ItalyAfricaGreece/vol_ita_load.ini') - errors in loading
[8:20:13 PM] Landscape 'vol_ItalyAfricaGreece/vol_ita_load.ini' loading error
[8:20:13 PM] java.lang.RuntimeException: Landscape 'vol_ItalyAfricaGreece/vol_ita_load.ini' loading error
[8:20:13 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[8:20:13 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[8:20:13 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:1063)
[8:20:13 PM] at com.maddox.il2.game.Mission._load(Mission.java:753)
[8:20:13 PM] at com.maddox.il2.game.Mission.access$6(Mission.java:732)
[8:20:13 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
[8:20:13 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[8:20:13 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[8:20:13 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[8:20:13 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:20:13 PM] Landscape 'vol_ItalyAfricaGreece/vol_ita_load.ini' loading error
[8:20:13 PM] java.lang.RuntimeException: Landscape 'vol_ItalyAfricaGreece/vol_ita_load.ini' loading error
[8:20:13 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
[8:20:13 PM] at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
[8:20:13 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:1063)
[8:20:13 PM] at com.maddox.il2.game.Mission._load(Mission.java:753)
[8:20:13 PM] at com.maddox.il2.game.Mission.access$6(Mission.java:732)
[8:20:13 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
[8:20:13 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[8:20:13 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[8:20:13 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[8:20:13 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[May 10, 2014 8:20:18 PM] -------------- END log session -------------
Title: Re: TFM-412 The Next Level
Post by: Marq on May 11, 2014, 04:21:39 AM
Well, it seems that there is a solution, it is not very professional but can result  ;)

Remove the folder "animated" and all the maps load again...(maps/_tex/water/animated)

If anyone knows a better solution ... say something.

thanks anyway
Title: Re: TFM-412 The Next Level
Post by: SlowBurn68 on May 11, 2014, 06:38:02 PM
Why does JSGME take so long to move files? I'm not complaining, I'm just curious about the technical reasons, and if there is anything to speed the process up. I learned my lesson the hard way by trying a manual install, so I appreciate the ease of use, even-tho it's day three of the install. 
Title: Re: TFM-412 The Next Level
Post by: cperleberg on May 12, 2014, 06:28:58 AM
Why does JSGME take so long to move files? I'm not complaining, I'm just curious about the technical reasons, and if there is anything to speed the process up. I learned my lesson the hard way by trying a manual install, so I appreciate the ease of use, even-tho it's day three of the install.

Probably because it also creates a backup file of every thing it writes over.
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on May 12, 2014, 02:26:17 PM
Hello everybody! I do not know if anyone else has this problem, I took a searched and not found anyone complaining that proble.No QMB maps do not appear on the amount you have on NewTFM, only about 16 maps. I put the SFS files into the root folder of IL2. What might be happening and how to solve it? Thank you in advance any help! ;) ;) ;) ;) ;)

Have you activated the MissionBuilder Pro mod? If you do the maps should appear in QMB (but I got other bugs in the FMB so have it disabled).

If you have already done that I don't know what the problem could be??

Good luck!

Hey I activated it and none of the QMB missions work, i get data file corrupt or it just doesnt start. can you provide a link to the proper Mission Builder Because i got the one for 4.101
Title: Re: TFM-412 The Next Level
Post by: csvousden on May 12, 2014, 03:24:23 PM
Try going to your quicks folder and deleting the LastQuick file.

C
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 12, 2014, 06:32:49 PM
Do I still need the updbw_mapex.sfs files if I have the latest download? Just downloaded yesterday(2014/05/11).
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 12, 2014, 08:40:10 PM
Do I still need the updbw_mapex.sfs files if I have the latest download? Just downloaded yesterday(2014/05/11).


Yes mate, you will need the UP 3.0 files from the listed torrent and the updbw_mapex files. They all go into your root directory.
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 12, 2014, 09:55:43 PM
Thanks alot! Still waiting on jsgme to enable everything so I can test it out.
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 13, 2014, 04:30:18 PM
Should I have more than the original 4.12.2 maps in qmb?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 13, 2014, 04:45:51 PM
The QMB is just stock so there is only a small number of maps there and any stock 4.12 missions will work fine in TFM-412 QMB. I recommend that you install the QMBPro and there are lots of additional missions  and maps there for you to work with.
Title: Re: TFM-412 The Next Level
Post by: SlowBurn68 on May 13, 2014, 06:30:19 PM
The QMB is just stock so there is only a small number of maps there and any stock 4.12 missions will work fine in TFM-412 QMB. I recommend that you install the QMBPro and there are lots of additional missions  and maps there for you to work with.

I also only have the stock maps in QMB after installing TFM-412, and I do not see the QMBPro Mod in JSGME, was it not included in TFM? Do I need to find the QBPPro Mod and install manually? Also, since TFM doesn't create skin folders for the new planes, where would I find the plane names for skin folders?

Thanks...
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 13, 2014, 08:22:47 PM
I just activated sas_MissionPro in jsgme and I now have many many wonderful maps!!
Title: Re: TFM-412 The Next Level
Post by: SlowBurn68 on May 13, 2014, 08:44:05 PM
I just activated sas_MissionPro in jsgme and I now have many many wonderful maps!!

I don't have sas_MissionPro in JSGME. Was it included in the TFM downloads? Do I get this from the Optional Mods for Modact 5.3x?
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 13, 2014, 08:53:54 PM
I'm sorry, I also installed the jsgme options for modact 5.3 options along with modact 5.3 and ai flyables. It was included in that. It is found on the modact 5.3 page.
Title: Re: TFM-412 The Next Level
Post by: SlowBurn68 on May 13, 2014, 10:10:32 PM
I'm sorry, I also installed the jsgme options for modact 5.3 options along with modact 5.3 and ai flyables. It was included in that. It is found on the modact 5.3 page.

Thanks scarface. I didn't realize there was that optional Mod. Got it up and running now.
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 14, 2014, 06:58:33 AM
Your welcome water 4 by Carsmaster and guncam tracers by Santobr are also excellent additions IMPO. PALveiwmod8 is also amazing but will not work on my computer with SaveAspect=0. So I cannot use it with wide screen.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 14, 2014, 07:49:33 AM
Your welcome water 4 by Carsmaster and guncam tracers by Santobr are also excellent additions IMPO. PALveiwmod8 is also amazing but will not work on my computer with SaveAspect=0. So I cannot use it with wide screen.

To me that doesn't make sense. In 4.12 we have widescreen built in. I use VisualMod8 by PAL and it all works fine. In conf.ini I have SaveAspect=0 as it's no longer required.
Title: Re: TFM-412 The Next Level
Post by: FNRennier on May 14, 2014, 08:56:46 AM
I just activated sas_MissionPro in jsgme and I now have many many wonderful maps!!

I don't have sas_MissionPro in JSGME. Was it included in the TFM downloads? Do I get this from the Optional Mods for Modact 5.3x?

The SAS ModAct, consists of 15 parts, the last part is 5:30
To all goes well, you need to install the 15 parties.
Title: Re: TFM-412 The Next Level
Post by: teisco on May 14, 2014, 09:31:19 AM
Your welcome water 4 by Carsmaster and guncam tracers by Santobr are also excellent additions IMPO. PALveiwmod8 is also amazing but will not work on my computer with SaveAspect=0. So I cannot use it with wide screen.

To me that doesn't make sense. In 4.12 we have widescreen built in. I use VisualMod8 by PAL and it all works fine. In conf.ini I have SaveAspect=0 as it's no longer required.

I have SaveAspect=0 and PalVisualMod8 does not work for me, in fact it does not work in DBW, TFM 412 or Modact 412 for me. I wish someone that has this working in Modact or TFM 412 could post there settings and config entries for this mod.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 14, 2014, 09:42:25 AM
The version I use is a slightly improved version that I downloaded from a thread about the Mod elsewhere on this site, just search it out. SAS~Gerax posted it and it includes Rearm & Refuel functionality which works great. The first post of this thread includes an ideal conf.ini for this mod. I didn't try and use it as a JSGME, just download and put into #SAS folder. It does work perfectly.
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 14, 2014, 10:58:31 AM
I believe it has something to do with my Radeon card. If I try and launch the game with SaveAspect=0 I only get the small screen saying "starting il2 1946" then it quits and just my selector is there. If I change to aspect=1 the game will launch in 4:3 with black bars at the side of the screen. That is on all of my installs. Another weird thing when I get it to launch in 4:3 with all the additional lines added to my config.ini I only have the inside cockpit benefits and the stock outside (F2) view. If I delete the lines in config.ini I get all benefits internal and external. I have spent hours changing my config.ini around and all stays the same. I have read the thread for it from front to back.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 14, 2014, 11:05:39 AM
I believe it has something to do with my Radeon card. If I try and launch the game with SaveAspect=0 I only get the small screen saying "starting il2 1946" then it quits and just my selector is there. If I change to aspect=1 the game will launch in 4:3 with black bars at the side of the screen. That is on all of my installs. Another weird thing when I get it to launch in 4:3 with all the additional lines added to my config.ini I only have the inside cockpit benefits and the stock outside (F2) view. If I delete the lines in config.ini I get all benefits internal and external. I have spent hours changing my config.ini around and all stays the same. I have read the thread for it from front to back.


How old is your Radeon card? The fact that you have spent hours changing your config.ini does not bode well as it's easy to mess your install up with that. Did you backup the original? If you did, have you tried reverting back to default settings?

With 4.12 we have widescreen support for this sim so if you set up the options properly you should have the full monitor being used. Confirm that you are on 4.12. Set up what you can within the game itself and only go to conf.ini if you have to.

If you still can't sort it, I would reinstall from scratch using the Megapatch found on this site. For additional settings and options I can heartily recommend  IL2 Stab which is a nice add-on.
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 14, 2014, 11:14:20 AM
Yes it is backed up. And I revert to backup before trying to change something else. Yes all is current I am on 4.12.2 with all TFM412 packs enabled in jsgme and all running very well. My card isn't even a year old yet. The PALviewmod8 is all that will not work along with some small bugs that I have read solutions for in this thread.
Title: Re: TFM-412 The Next Level
Post by: teisco on May 14, 2014, 11:18:26 AM
I think this is just a matter of luck if Palvisualmod works with your setup and pc. I have also read the authors thread several times and followed all the advice but no luck. I also wish the author would respond to my questions posted in his thread.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 14, 2014, 11:31:04 AM
This is always the downside of computer gaming in general as compared to consoles. Everyone has a different hardware configuration and with a mod install everyone probably has a slightly different software install too. There are so many variables and unknowns too until every possible combination has been tested. My experience with IL2 is that a fresh install can cure a multitude of sins and as it doesn't take that long I am always prepared to go back to the beginning and start again. I lose count of how many times I have installed this sim but it has given me a sound understanding of what lies underneath, in terms of structure not coding I might add.
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 14, 2014, 11:43:51 AM
Yes. Yes. I am not mad or upset that it is not running with my setup. I fully understand. I deleted my dbw install before switching to TFM412.  Starting from scratch with the CD.
Title: Re: TFM-412 The Next Level
Post by: SlowBurn68 on May 14, 2014, 03:41:45 PM
Why is there only one Beaufighter in this Mod, the Mk-21? I thought there were at least three variants.
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on May 14, 2014, 03:51:16 PM
So as I said before i got mission builder, fixed the error but when i click fly on QMB it doesnt do anything just acts like i never even pressed it only stock maps work :(
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 14, 2014, 04:06:52 PM
So as I said before i got mission builder, fixed the error but when i click fly on QMB it doesnt do anything just acts like i never even pressed it only stock maps work :(

Then something got messed up dude. Retrace your steps back to where things worked properly. Check your version numbers for the QMBPro too.
Title: Re: TFM-412 The Next Level
Post by: zionid on May 14, 2014, 04:21:44 PM
Sorry if this already has been asked/answered, but I could not find it.

I experience this with my late p-47's.

The cockipit opens fine from inside, but in external view....

Any takers gentlemen?
(http://s22.postimg.cc/z3qi3sfbl/2014_05_14_at_21_51_41.jpg) (http://postimage.org/)
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on May 14, 2014, 04:30:00 PM
So as I said before i got mission builder, fixed the error but when i click fly on QMB it doesnt do anything just acts like i never even pressed it only stock maps work :(

Then something got messed up dude. Retrace your steps back to where things worked properly. Check your version numbers for the QMBPro too.

Everything worked fine and just the QMB maps dont work but in FMB most of them do work btw the version/file is 00_PAL-MissionProCombo4101
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 14, 2014, 05:20:59 PM
So as I said before i got mission builder, fixed the error but when i click fly on QMB it doesnt do anything just acts like i never even pressed it only stock maps work :(

Then something got messed up dude. Retrace your steps back to where things worked properly. Check your version numbers for the QMBPro too.

Everything worked fine and just the QMB maps dont work but in FMB most of them do work btw the version/file is 00_PAL-MissionProCombo4101


Well surprise surprise! You can't expect QMBPro to work if you are using the version for DBW, 4.10.1.  TFM-412 needs versions that work with 4.12
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on May 14, 2014, 05:45:38 PM
So as I said before i got mission builder, fixed the error but when i click fly on QMB it doesnt do anything just acts like i never even pressed it only stock maps work :(

Then something got messed up dude. Retrace your steps back to where things worked properly. Check your version numbers for the QMBPro too.

Everything worked fine and just the QMB maps dont work but in FMB most of them do work btw the version/file is 00_PAL-MissionProCombo4101


Well surprise surprise! You can't expect QMBPro to work if you are using the version for DBW, 4.10.1.  TFM-412 needs versions that work with 4.12

Sorry Im just confused so which one of the QMBPro do I download, Can you just give me the link?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 15, 2014, 12:05:00 AM
Is it not within the ModAct Optional JSGMEs?
Title: Re: TFM-412 The Next Level
Post by: rkalhorn109 on May 15, 2014, 05:03:55 AM
Couple of questions (I hope these haven't been asked already):

I put #TFM412-01_MAPMODS into my jsgme mods folder and activated via JSGME.  Do I understand correctly that all sequential downloads need to be installed/activated this way?

I copied and pasted the 19 sfs files (referenced by murkz, below) from a DBW game into my root directory. Will that work?
Title: Re: TFM-412 The Next Level
Post by: murkz on May 15, 2014, 05:06:39 AM
Excuse my ignorance guys. Is there a single download for these files?

up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs


Jeff
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 15, 2014, 05:21:40 AM
Couple of questions (I hope these haven't been asked already):

I put #TFM412-01_MAPMODS into my jsgme mods folder and activated via JSGME.  Do I understand correctly that all sequential downloads need to be installed/activated this way?

I copied and pasted the 19 sfs files (referenced by murkz, below) from a DBW game into my root directory. Will that work?


Yes and Yes
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 15, 2014, 05:22:59 AM
Excuse my ignorance guys. Is there a single download for these files?

up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs


Jeff


The torrent in the first post will provide all the UP sfs files and then you need the 8 dbw_mapex from a DBW install.
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on May 15, 2014, 05:28:01 AM
Is it not within the ModAct Optional JSGMEs?

Weirdly enough no.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 15, 2014, 05:29:55 AM
Then you have a missing part to your download - the optional pack for ModAct 5.3 contains such marvels as VisualMod8 and QMBPro (within MissionPro Combo) for 4.12.
Title: Re: TFM-412 The Next Level
Post by: murkz on May 15, 2014, 08:35:54 AM
Excuse my ignorance guys. Is there a single download for these files?

up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs


Jeff


The torrent in the first post will provide all the UP sfs files and then you need the 8 dbw_mapex from a DBW install.

If these files are not to large, would someone be kind enough to up them for download?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 15, 2014, 09:47:49 AM
They are all to be found in DBW, download from this site.
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on May 15, 2014, 01:18:26 PM
Then you have a missing part to your download - the optional pack for ModAct 5.3 contains such marvels as VisualMod8 and QMBPro (within MissionPro Combo) for 4.12.

Sorry forgot to get that now I got it but i get load.ini error on every map(sorry if i'm wasting your time)
Title: Re: TFM-412 The Next Level
Post by: PO_MAK_249RIP on May 16, 2014, 10:37:15 AM
Why is there only one Beaufighter in this Mod, the Mk-21? I thought there were at least three variants.
Hi mate you can download and install the others - they all work on my install
Title: Re: TFM-412 The Next Level
Post by: murkz on May 18, 2014, 12:02:43 PM
So far very much enjoying the mod, thank you for all your hard work.

How do I get the default water back, as I think I prefer that one.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 18, 2014, 05:48:07 PM
Has anyone been able to run this without the SAS_Engine_Mod?

When I disable it and try to run TFM the small splashscreen - the one with the SAS jet in the centre - appears for a few seconds then the selector reappears on the screen. Reactivating the Engine_Mod allows the game to proceed.

Bob
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 19, 2014, 12:28:12 AM
I can't see why you would want to run the ModAct without the SAS_Engine Mod as it's an integral part of it and was designed to be so I understand.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 19, 2014, 05:44:02 AM
MadDog:

It's because the terrain-avoidance is destroyed with the Engine_Mod in any version of 4.12.

Try this if you can: Take a vanilla version 4.12 or one that has the SAS ModAct but without the Engine_Mod and run the MountainFight mission that comes with the 4.12 patch. Now run the same mission with TFM-TNL. You'll find the low-level AI performance has regressed back to the 4.10 or 4.11 level.

As I said, this is not specific to TFM-TNL; it's just that in my other installs I've been able to remove the Engine_Mod to get the good terrain-avoidance and can still run the game. This is the only reason I'd like to disable the Engine_Mod.

And, yes, I accept, for now at least, that I can't use anything but the stock carriers unless I use an install with Engine_Mod and the other appropriate mods. Some day I'm hoping for the best of both worlds in this regard.

Bob
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 19, 2014, 08:11:42 AM
Hello Bob

Now I do see. I had found out early on that the CTO which comes as part of SAS_Engine Mod was connected to terrain avoidance. There were 3 java classfiles that came with it that were associated with a conflict found at engine start on a carrier deck and I remember uncommenting out one of them to get it to work again. I think Monty had recommended initially commenting out those three classes on information gleaned from WindWpn and then rescinded that advice in order to enable the CTO to operate properly as far as the carrier take-off was concerned.

In fact I had run that MountainFight mission in conjunction with the three classfiles and then commenting them out and didn't see a great deal of difference but I hadn't removed the whole of the SAS_Engine Mod. So I can see now that if you could comment out the whole mod somehow and still get the game to run then you could take  advantage of that aspect of 4.12.

As with so much it's a compromise, depends on your focus and what matters most. If we're lucky this conflict will be resolved and we'll be able to have our cake and eat it.

I believe we will shortly be getting the first of Simon's campaigns out in the wild and that is something to look forward to.

All the best

Euan
Title: Re: TFM-412 The Next Level
Post by: c22552255 on May 19, 2014, 01:30:41 PM
Hi guys, great job putting this together!
Do I need a different selector to run this? It doesn't work when I use modact on the selector options. It doesn't work when I use anything actually...
I did move the .sfs files from my DBW install, but are there more than what Monty had on the list?
Title: Re: TFM-412 The Next Level
Post by: Lakajadiwa on May 19, 2014, 03:16:28 PM
So can you guys please help me on the mission pro, I got all the map packs but i still get load.ini error, as if QMB doesnt read them.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 19, 2014, 06:43:09 PM
Well, you really don't include very much detail about what you have done so that we can ascertain whether you have in fact made a mistake in installation but for QMBPro it is quite straight forward:

Make sure that you are running 4.12.2 with ModAct 5.3 with AI flyables. Make sure that you have installed through JSGME all the TFM modpacks. Within the optional JSGME packs you will find the Mission Pro Combo which includes QMBPro for this ModAct and this needs to be enabled. Then when you fire up Quick Mission Builder you will see a much enlarged list of available maps. Choose one and configure a flight. If you then get load.ini error I suggest that you have done something wrong somewhere so retrace your steps. Does normal QMB work when you disable Mission Pro Combo in JSGME? If not then you need to look at how you have installed the whole thing.

Giving us much more info can help track down where you're having an issue.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on May 20, 2014, 03:20:58 PM
In a clean TFM-4.12, are there any folders in "My_Samples" and "My_Presets"?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 20, 2014, 04:09:53 PM
Those folders are there and empty Bravo mate, just waiting for the 69th_Steerpots soundpack. Knocks the socks off any other sound collection I have used for IL-2.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on May 20, 2014, 04:14:25 PM
Thanks for the tip MD, but I had that sound pack in and I lost my 3rd Gen Mig Jet sounds.

Took me a while to figure out what was causing the silence.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 20, 2014, 04:22:03 PM
Okay, that's a good to know. I haven't really done anything with JetWar yet, I guess when Simon puts his Korea campaign out then I shall start but currently I am strictly pistons and props. Just booked my 2 day pass for Flying Legends at Duxford, which is only just over an hour away from where I am. Getting psyched about it already.
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on May 20, 2014, 04:27:27 PM
Oh very lucky You, Take lots of photos or video's
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 20, 2014, 04:44:33 PM
Yeah, I will be taking more photos this year. I have gone for a Gold Pass for a bit of comfort for once and will take my camping chair, I'm getting on a bit after all. :P
Title: Re: TFM-412 The Next Level
Post by: DrMeltdown on May 20, 2014, 10:59:20 PM
I'm looking forward to trying this out.  I'm just now getting back into IL21946 and this is the pack I've always wanted!
So thanks for that.
One question, I see this uses some files from DBW. Does that mean it cannot be used in multiplayer?  I'm looking to do some coop with a buddy.  Would it work if we are both modded up with this?

ps: I'm a long time lurker finally joining the fun.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 21, 2014, 12:44:56 AM
The TFMs are all about offline play. If you really want to go online with 4.12 then HSFX 7 is the way to go, then check out SEOW.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 21, 2014, 05:03:13 AM
DrMeltdown:

Welcome back to the wonderful world of Il2 and all the fabulous mods we now have.

While what MadDog says is true about TFM, as long as you and your buddy have the exact same install you can get together online and play perfectly well. I have a buddy and we get online every Wednesday night using the old DBW 1.71 plus added mods and can play normally (well, as normal as a couple of 60-70 year olds with the mentality of 12 year olds can be!!).

Just remember: If you make changes on your install make the same changes on your buddy's and you're good to go.

Bob
Title: Re: TFM-412 The Next Level
Post by: Maico on May 21, 2014, 06:14:59 AM
scarface_usmc  You have to activate QMB pro to get more QMB maps.  Patience Grass Hoppa  8)

  Dear Fellow Pilots:
  I am experiencing a show stopper of a problem and it is "Come to Jesus time".  I hope you can sort me out as I am about to pull my hair out. 
  I cant get the Mig-17 / 19 to turn on the ground no matter what I do.  I have rudder pedals and made sure other planes work.  Basically when I land I am stuck. 
  My TFM install does not show left and right brake pedals in the Hotas Control section.  Is this normal?  It shows Lt and Rt Brakes in the buttons section...  I find it hard to believe that TFM does not incorporate Lt and Rt Hotas Brake control.

Can someone please enlighten me?

Thanks all, Have a great IL2 Day

Maico
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on May 21, 2014, 06:29:01 AM
Ha ha Maico I asked the same question here: http://www.sas1946.com/main/index.php?topic=40906.msg458666#msg458666

But what Im using now works good:
Title: Re: TFM-412 The Next Level
Post by: Maico on May 21, 2014, 06:54:52 AM
Yeah BFT,
  That works good.  I have the Throttle on my X-52 four way switch working it. 

THANKS Brother

Maico
Title: Re: TFM-412 The Next Level
Post by: BravoFxTrt on May 21, 2014, 06:58:32 AM
No Problem M-Man.
Title: Re: TFM-412 The Next Level
Post by: DrMeltdown on May 21, 2014, 11:03:23 AM

While what MadDog says is true about TFM, as long as you and your buddy have the exact same install you can get together online and play perfectly well. I have a buddy and we get online every Wednesday night using the old DBW 1.71 plus added mods and can play normally (well, as normal as a couple of 60-70 year olds with the mentality of 12 year olds can be!!).

Just remember: If you make changes on your install make the same changes on your buddy's and you're good to go.

Bob

Thanks Plowshare.  Just what I wanted to hear.  And I assume if I run a dedicated server, it needs the mods as well?
And MadDog, I intend to have a separate install with HSFX 7 to be able to join the public servers too.

I'm sure I'll have new questions about creating missions next, but I'll see if I can get this installed and working with a server first.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 21, 2014, 05:22:56 PM
DrMeltdown:

From what I've read about a dedicated, and what you seem to want - " I'm looking to do some coop with a buddy.  Would it work if we are both modded up with this?" you have no need for a dedicated server. A dedicated server is for hosting the game with more than one person and/or not being there but just leaving your computer to run whatever mission you decide to run and have people joining in the fly it.

Someone with more experience in this would be able to answer your question better.

I intend to have a separate install with HSFX 7 to be able to join the public servers too.

HSFX is a hoss of an entirely different colour. Go to their website and you'll see that, paraphrasing Harley Davidson, "It isn't just Il2 - it's a way of life!"

Bob
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 21, 2014, 08:43:21 PM
Hello Monty, all:

Been away for awhile.  A long while!!!  Nice to see that you have been a busy bee.   ;)  Seriously, I am just amazed at the level of detail found here - GREAT STUFF!!!!!!!!!!!!

So, decided to take the plunge again into Il-2.  My HD crashed so I am starting from scratch  :( - I got nothing except the Il2 1946 discs - and this site.

So far I have this done:
INSTALL CHECKLIST
1)Clean Il2/1946 4:12.2m install required. - Tested and working.
2)Add SAS Modact V5.3 and AI Flyables.     - Tested and working.

...and I'm d/l the 412 packs - there's a lot of 'em  ;D

I am not sure about this step tho';
3)Add UP-SFS files from UP3 Packs (see the list below).

...looks like I need a link that I cannot find.  Can anyone enlighten me?

Believe I will be OK w/ step #4 as I know all about JGSME.

I also need the following and if anyone has some that will work I would appreciate it:
- Joystick settings for a Logitech Force3D Pro
- Track IR settings
- conf.ini settings - OpenGL and any "extras"  I have an ATI Radeon HD 6970 Lightning 2GB DDR5
- Anything else you folks would care to suggest

Thanks in advance.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 21, 2014, 11:56:35 PM
Have a look at the first post, there is a torrent file that will give you all the UP .sfs files and then you need the 8 dbw_mapex files that come directly from DBW. If you are upgrading from DBW then you already have all the files you need, if not then you will have to dig around a little.
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 22, 2014, 02:41:07 PM
Have a look at the first post, there is a torrent file that will give you all the UP .sfs files and then you need the 8 dbw_mapex files that come directly from DBW. If you are upgrading from DBW then you already have all the files you need, if not then you will have to dig around a little.

TY for the info.  Found the link.  Should be fine now. Will d/l tonight.
Title: Re: TFM-412 The Next Level
Post by: DoomWrath on May 23, 2014, 08:56:35 AM
Been sitting in the shadows for quite some time now, but felt I have to thank everyone who's made TFM-12 possible. Finally got it working over the past few days and it's absolutely fantastic. Was worth way more than the month or so the install took (99% sure it's my fault it took so long) and looking forward to spending many hours flying with it.
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 23, 2014, 01:18:50 PM
Stalled on TFM File #11.  Get's to 20% and crashes. 
Backed it out and all was well. 
D/l'd again, installed and crashed at 20% again.

Anyone else have this issue?
Is there a solution?
Should I just keep going?

Thanks.
Title: Re: TFM-412 The Next Level
Post by: c22552255 on May 23, 2014, 03:31:59 PM
Where can I download the .sfs files? I didn't see a link on the front page.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 23, 2014, 05:21:12 PM
Where can I download the .sfs files? I didn't see a link on the front page.


First page, link to the torrent file for UP3, plus the 8 DBW mapex files which you get from a DBW pack.
Title: Re: TFM-412 The Next Level
Post by: csvousden on May 23, 2014, 07:39:00 PM
I have problems with the SeaGladiator, and am pretty sure it is common to 4.12.2 users.

http://www.sas1946.com/main/index.php?topic=2585.36

DreamK was able to fix the SwordfishII for use in 4.12.2.

Here is his explanation:

Ok I've made a number of checks and the problem is as follow:

1) on a Vanillia 4.12.2 instllation with Modct 5.30 the mod works fine once we add the fix I uploaded earlier

2) on this same installation BUT with the SAS_Flyable_AI_Aircraft enabled, the mod crashes
The reason: the cockpit files called by the mod are both named Similarly to the cockpit classes of the original Swordfish1 mod - Although they have  different content!
Moreover the gunner classes still contains conditional reference to the original swordfish1 mod - and as these original classes are present in the files of the SAS_Flyable_AI_Aircraft - this causes the to game enter in a loop.
The solution - to re-write all the classes of this mod, with different names, and to rename the cockpit folders with different names
It's what I did and it worked (I did not rename the cockpit TempestMkV folder as it seems to include a repaint that betters the Tempest cockpit - though I feel that the glass material used still needs to be improved )

OK - the rewritten mod is here (delete all the files of the previously installed Swordfish II mod as they would keep interfering with the SAS_Flyable pack):
https://www.mediafire.com/?c6bzc67go1j39bq

air.ini additions are the same:
SwordfishMk.II     air.SW2 1                     NOINFO   gb01 SUMMER

I hope it will solve the problem

Would anyone take up the challenge of looking into this?
Title: Re: TFM-412 The Next Level
Post by: Bowie57 on May 24, 2014, 04:28:10 AM
Talking about problems with aircraft: I can't use the Mig-19 included in the pack, but had to install it separately. The B5N2 is totally unflyable, as I have no access to the cockpit. Concerning maps: Iwo Jima won't load. Maybe it's just me?
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 24, 2014, 07:20:02 AM
Bowie57:

There are loading problems with the Iwo Jima map and a few others. Check back a few pages here as someone came up with simple fixes for them - it's a text issue only.

I know going through well over 70 pages can be boring but think of it as scrolling through history - fast! And who knows, there may be fixes for the other issues you're having.

Bob
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 24, 2014, 07:36:19 AM
Stalled on TFM File #11.  Get's to 20% and crashes. 
Backed it out and all was well. 
D/l'd again, installed and crashed at 20% again.

Anyone else have this issue?
Is there a solution?
Should I just keep going?

Thanks.

OK  - I went and copied all the packs over to one big file and loaded that to a clean copy of IL-2 patched to 12.2+Modact 5.3+AI Flyables and it worked!!!

Now I have work to do to get all settings right.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on May 24, 2014, 02:36:09 PM
Stalled on TFM File #11.  Get's to 20% and crashes. 
Backed it out and all was well. 
D/l'd again, installed and crashed at 20% again.

Anyone else have this issue?
Is there a solution?
Should I just keep going?

Thanks.

OK  - I went and copied all the packs over to one big file and loaded that to a clean copy of IL-2 patched to 12.2+Modact 5.3+AI Flyables and it worked!!!

Now I have work to do to get all settings right.

You beat me to it.  I had exactly the same problem as you, and it was all caused by me not installing the AI Flyables correctly.  But then I did, and now all is well.  Being old (seventy-one) and not being able to read, pretty sad.  It was pretty frustrating for a while though (as I'm sure you will agree).
Title: Re: TFM-412 The Next Level
Post by: c22552255 on May 24, 2014, 06:40:36 PM
Where can I download the .sfs files? I didn't see a link on the front page.


First page, link to the torrent file for UP3, plus the 8 DBW mapex files which you get from a DBW pack.

Where is the link? I only see the code on which ones I need. I need a link to download.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 24, 2014, 07:01:57 PM
Look at the top of this very page, Barkhorn1x managed to find it. The link to the torrent is towards the bottom of the first post from Monty. There isn't much more I can do for you. But wait...


Anybody still looking for an easy way to get their mitts on the 19 .sfs files that are prerequisites for TFM-412? Easiest way I have found is the French website 'Le Livre Dore' which also contains all kinds of goodies for the other versions of this sim/game.

http://www.derrierloisirs.fr/il2/bdd2012/
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 25, 2014, 08:38:58 AM
Where can I download the .sfs files? I didn't see a link on the front page.


First page, link to the torrent file for UP3, plus the 8 DBW mapex files which you get from a DBW pack.

Where is the link? I only see the code on which ones I need. I need a link to download.

Since I just went thru this I know the torrent links:

These:
up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs

 ...here:
UP_3.0-RC.torrent
http://ultrapack.tuttovola.org/index.php?action=downloads;cat=3
Torrent is the best way to get large files.

...and these:
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs

...here:
Torrent provided by Birdman:
http://koti.mbnet.fi/raukorpi/DBW_SuperPack.torrent

Be sure to activate the "#SAS_Flyable AI Aircraft" mod in the JSGME folder using JSGME.  That hung me up as I d/l'd:
Modact 5.3x
AI Flyables Pack 5.3x

...and thought I was done.

Good luck.
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 25, 2014, 08:42:26 AM
Stalled on TFM File #11.  Get's to 20% and crashes. 
Backed it out and all was well. 
D/l'd again, installed and crashed at 20% again.

Anyone else have this issue?
Is there a solution?
Should I just keep going?

Thanks.

OK  - I went and copied all the packs over to one big file and loaded that to a clean copy of IL-2 patched to 12.2+Modact 5.3+AI Flyables and it worked!!!

Now I have work to do to get all settings right.

You beat me to it.  I had exactly the same problem as you, and it was all caused by me not installing the AI Flyables correctly.  But then I did, and now all is well.  Being old (seventy-one) and not being able to read, pretty sad.  It was pretty frustrating for a while though (as I'm sure you will agree).

Hey Bob.  Glad you got yours working.  The directions could be a bit more detailed.  But this is some complex stuff as it builds on earlier foundations.  All's well that ends well...and it was worth it.
Title: Re: TFM-412 The Next Level
Post by: ol' Navy on May 25, 2014, 10:49:54 AM
Stalled on TFM File #11.  Get's to 20% and crashes. 
Backed it out and all was well. 
D/l'd again, installed and crashed at 20% again.

Anyone else have this issue?
Is there a solution?
Should I just keep going?

Thanks.

OK  - I went and copied all the packs over to one big file and loaded that to a clean copy of IL-2 patched to 12.2+Modact 5.3+AI Flyables and it worked!!!

Now I have work to do to get all settings right.

You beat me to it.  I had exactly the same problem as you, and it was all caused by me not installing the AI Flyables correctly.  But then I did, and now all is well.  Being old (seventy-one) and not being able to read, pretty sad.  It was pretty frustrating for a while though (as I'm sure you will agree).

Hey Bob.  Glad you got yours working.  The directions could be a bit more detailed.  But this is some complex stuff as it builds on earlier foundations.  All's well that ends well...and it was worth it.

Thanks for trying to make me feel better.  What I did - I downloaded the AI Flyables and the instructions said something to the effect of "let the installer do its thing".  I didn't read farther down about using JSGME to activate it.  But glory be, it worked when I followed the "complete" directions.  Ask my wife of the last 50 years about my following directions.  Thanks again.
Title: Re: TFM-412 The Next Level
Post by: Plowshare on May 25, 2014, 05:32:20 PM
Ask my wife of the last 50 years about my following directions.  Thanks again.

Well, Bob, there's the reason why you couldn't get these instructions right - you're conditioned to only follow your wife's directions. After fifty years, sh*t, after only twelve years, we learn to do just what our wives tell us and no further!! It's either that or a miserable life: Happy wife. Happy life!!

Bob
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 25, 2014, 06:58:00 PM
While we wait for the first of the TFM-412 campaigns to appear, and I am sure that day will be upon us soon, if there is anyone who is looking for a little 4.12 campaign then I can recommend Mohawks over Burma. Great little flyer, largely recon and ground attack missions but the atmosphere is good, map is great and the radial engine sounds awesome with the 69th_Steerpots soundpack. Wizard!

http://www.mission4today.com/index.php?name=Downloads&file=details&id=4690
Title: Re: TFM-412 The Next Level
Post by: rkalhorn109 on May 25, 2014, 08:09:02 PM
Excellent mod package!  ;D  I'm really seeing a difference between this and my beloved 4.10-based DBW game.  The only problem now is how to fix the sideways-turned rear fuselage section on all of the Fw 190A-4s.  Hopefully someone has addressed this question.  I will go back through this thread and see what, if anything, has been posted on this issue.
Title: Re: TFM-412 The Next Level
Post by: rkalhorn109 on May 26, 2014, 12:01:37 PM
The fuselage problem with the A-4s is evidently related to the "disembodied" propellers on the Ta 152Cs mentioned earlier in this thread.  Is there a patch to fix this, or do I need to do something else to correct it?

(http://www.sas1946.com/images/imageshit/v2/xq90/835/ulki.jpg)
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 26, 2014, 12:12:42 PM
Why not play around with it a little and see if you can fix it by commenting out a file somewhere? This is a community work in progress with many contributors, so have a go mate.
Title: Re: TFM-412 The Next Level
Post by: rkalhorn109 on May 26, 2014, 12:25:34 PM
Why not play around with it a little and see if you can fix it by commenting out a file somewhere? This is a community work in progress with many contributors, so have a go mate.

Sounds reasonable to me.  But I'm not familiar with the IL-2 jargon in your suggestion.  Does "commenting out" a file mean deactivating it by adding something in front of the file name?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 26, 2014, 12:30:20 PM
If you look at the first post where Monty describes a few conflicts on certain planes and mods like the Cowlings and Props, Wheels or Pilots, a simple way of removing the conflict is to put - in front of whatever you want to take out. This works for java classfiles as well as folders and complete  mods. Often it's a question of trial and error or in British Military parlance, 'suck it and see'.
Title: Re: TFM-412 The Next Level
Post by: rkalhorn109 on May 26, 2014, 01:01:17 PM
If you look at the first post where Monty describes a few conflicts on certain planes and mods like the Cowlings and Props, Wheels or Pilots, a simple way of removing the conflict is to put - in front of whatever you want to take out. This works for java classfiles as well as folders and complete  mods. Often it's a question of trial and error or in British Military parlance, 'suck it and see'.

Thanks.  I thought that's what you meant, but I wanted to be sure.
Title: Re: TFM-412 The Next Level
Post by: BP_Iceman on May 26, 2014, 01:22:27 PM
Greetings.
Firstly, I must thank you for your work on TFM.Je 's really amazing. Secondly, I want to apologize for my English, I use translator.
But I have a few problems, firstly, using which any moving objects (vehicles and tanks ) every game freezes and have to restart the.
Second, the SA -2 missile does not work in any version (AI aircraft and stationary object). Missile NIKE works, but oddly attack targets from above ( it can beat properly, do not know)
Thirdly and finally, at my favorite F -4 PhantomII i can´t choose between AIM7 and AIM9 missile.Everytime first fires Sparrow and then Sidewinder , but he does not have ,,tone " and can´t seek to the target.
  Finally decoy works only for SU -25 and new MiG 21
PS. The game is installed according to the requirements.
I will be very grateful for any advice, thanks
Title: Re: TFM-412 The Next Level
Post by: Mysticpuma on May 27, 2014, 05:42:35 AM
Okay, I have downloaded and extracted all the Mod folders...BUT...before I start copying files across into my jgsme folder...what folders actually go in there? I'll explain.

So let's look at the Modact v5.3 folder structure. Inside there is a folder called: #SAS

Inside the Vanilla #SAS folder are four more folders called: InstantLog, MAPMODS, STD and XTD

So now looking at the downloaded 'Full Monty' files and folders, let's look at first file in the download list (after the vanilla folder) called: #TFM412-01_MAPMODS

So clicking on the download link downloads a compressed file called: #TFM412-01_MAPMODS.7zip (or rar/or .zip (sorry deleted them after they were all extracted)

I then extract that file and it creates a folder called: #TFM412-01_MAPMODS

So opening that folder I see two more folders, one called #SAS and the other called documentation.

Almost done.

So do I copy the contents of the #SAS folder into the Modact #SAS folder OR do I copy the folder called #TFM412-01_MAPMODS into my jgsme folder and ectivate them one-by-one in there?

Cheers, MP
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 27, 2014, 06:15:20 AM
Hello Mysticpuma

There are really two ways to go about it, the quick and 'unauthorised' way or the much slower but safer method. The quick way is the 'direct install' method which is described elsewhere and that is for those that either have a devil may care attitude or really know what the f*** they're doing. Personally, I prefer the second of the options you mention which is to download  each pack and extract directly into the jsgme folder. Once your jsgme is complete with all your 25 packs plus your ModAct stuff like AI Flyables and the other optional mods, then you can start the laborious process of activating them one at at time, in numerical order note.

This takes time, so go make tea or make another of your great CloD movies on another machine. Don't keep prodding the JSGME as it seems to be not responding, just leave it be till it has done its job.

Et voila, you have TFM-412 with all its Monty goodness.
Title: Re: TFM-412 The Next Level
Post by: Mysticpuma on May 27, 2014, 08:52:19 AM
Thanks for the reply Maddog.

So once I extract the folders (which I always do to their own separate folders, I copy all 25 folders named: #TFM412-01_MAPMODS (etc,etc) into jgsme leaving the folder structure in place? So the #TFM412-01_MAPMODS folder with sub folders go into the jgsme folder and then I activate them from their?

Just crossing t's and dotting i's. :)

Cheers, MP
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 27, 2014, 09:08:06 AM
Yes it's as straight forward as that. People have problems with it because they overcomplicate matters but it is nothing more than what you describe. The JSGME packs are designed so that they can be activated and deactivated at will, for editing or whatever, so they go in and come out as a whole unit. Just activate Monty packs in numerical order and that takes care of all the .ini overwrites.
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 27, 2014, 11:04:37 AM
Monty:

It looks like Ranwars Carrier Crew mod is not actually a part of pack #22 *.  I d/l'd the mod and added it to Ploweshares CVLs and they work.   Can't get the USN or IJN fleet carriers to work tho'. 

* I did compare the pack #22 files to the crew mode and can confirm that the files do not appear.  Thought you would want to know.
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 27, 2014, 07:38:18 PM
All of a sudden A7m2, su-25, Yak-36smf, and tu95 causes ctd when viewed or loaded. And my hind has turned pink. I'm clueless!!
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 28, 2014, 12:48:21 AM
I would do a search for the pink plane, that is a known condition and is indicative of something I read about before. My first impression was that you must have been tinkering!
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 28, 2014, 07:34:29 AM
Negative. All I did was switch to a x52 pro and trackIR5. Installed the software and started the game. But that shouldn't have done anything to my aircraft.
Title: Re: TFM-412 The Next Level
Post by: dietz on May 28, 2014, 11:40:03 PM
This came just at the right time for me...so many thanks! I am having only one problem and that is locating the list stated here:
3)Add UP-SFS files from UP3 Packs (see the list below).

Are these the optional add-ons found at the end of the first post?
I know I must be blind but I don't want to mess up a clean install... :'(
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 29, 2014, 01:39:33 AM
dietz

These 19 .sfs files from UP/DBW are mandatory for TFM-412. Have a look through the previous few pages of this thread, there are several  pointers as to where to source.
Title: Re: TFM-412 The Next Level
Post by: scarface_usmc on May 29, 2014, 06:22:42 AM
It was the HD/true color mod. I activated And overwrote through jsgme from the 5.3 optional pack and all is working well.
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 29, 2014, 06:50:20 AM
This came just at the right time for me...so many thanks! I am having only one problem and that is locating the list stated here:
3)Add UP-SFS files from UP3 Packs (see the list below).

Are these the optional add-ons found at the end of the first post?
I know I must be blind but I don't want to mess up a clean install... :'(
See my post on page 74.
Title: Re: TFM-412 The Next Level
Post by: dietz on May 29, 2014, 09:23:28 AM
dietz

These 19 .sfs files from UP/DBW are mandatory for TFM-412. Have a look through the previous few pages of this thread, there are several  pointers as to where to source.

I think I se4 them & have already tried to copy & paste , but alas I haven't had any luck-is there a little trick I've somehow missed?
Thanks!
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 29, 2014, 09:34:29 AM
When you say 'copy and paste' what do you mean exactly? You need to download these files, you can get them all in one zipped file from Le Livre Dore as posted before. When downloaded, simply extract directly to the IL-2 1946 root.
Title: Re: TFM-412 The Next Level
Post by: dietz on May 29, 2014, 12:55:18 PM
When you say 'copy and paste' what do you mean exactly? You need to download these files, you can get them all in one zipped file from Le Livre Dore as posted before. When downloaded, simply extract directly to the IL-2 1946 root.
My bad...Its been quite a while since I had to do this sort of insert & really didn't understand the initial directions.I'll try to do as you recommend.Thanks!
Title: Re: TFM-412 The Next Level
Post by: dietz on May 29, 2014, 01:26:04 PM
Where can I download the .sfs files? I didn't see a link on the front page.
Last question ( I hope.) Am currently using torrent to download both the UP & DBW sections.Afterwards I extract ( copy ,) ONLY the files shown here & place them in my main game folder,right? Thanks for your help.


First page, link to the torrent file for UP3, plus the 8 DBW mapex files which you get from a DBW pack.

Where is the link? I only see the code on which ones I need. I need a link to download.

Since I just went thru this I know the torrent links:

These:
up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs
up_textures01.sfs
up_textures02.sfs
up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs

 ...here:
UP_3.0-RC.torrent
http://ultrapack.tuttovola.org/index.php?action=downloads;cat=3
Torrent is the best way to get large files.

...and these:
updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs

...here:
Torrent provided by Birdman:
http://koti.mbnet.fi/raukorpi/DBW_SuperPack.torrent

Be sure to activate the "#SAS_Flyable AI Aircraft" mod in the JSGME folder using JSGME.  That hung me up as I d/l'd:
Modact 5.3x
AI Flyables Pack 5.3x

...and thought I was done.

Good luck.
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 29, 2014, 02:30:09 PM
Yeah you can use the two torrents above but it's perhaps more convenient to have a single download, the one from Livre Dore.
Title: Re: TFM-412 The Next Level
Post by: dietz on May 29, 2014, 04:31:54 PM
Thanks Maddog- Got em both places , but the French site had all 19,however at this time after repeated tries it appears to be broken ...Using the other two the UP one seems to be missing the last two texture files.
Hope it won't matter that I installed all the JSGME folders first while figuring this out!?
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 29, 2014, 04:35:15 PM
The site was down for a period of time today but it's back up and running. Just bear in mind that you need all the sfs files for TFM-412 to work as they are all called for in the .rc file.
Title: Re: TFM-412 The Next Level
Post by: dietz on May 29, 2014, 05:24:45 PM
Oddly Maddog it didn't work with aol.com, but my Google internet Explorer has got it now downloading ( its taking a while...) The .rc file?
I have noticed that the JSGME new addons won't work without the UP & UPDBW files or at least I can'tseem to get it to work when I try to install #1 Maps.
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 29, 2014, 06:24:44 PM
Dietz:

You can go ahead and install the TFM files w/o the 19 files we are all talking about.  But you need those 19 files in your IL-2 root directory before TFM will work.  Does that make sense?
Title: Re: TFM-412 The Next Level
Post by: dietz on May 29, 2014, 09:24:55 PM
T
Dietz:

You can go ahead and install the TFM files w/o the 19 files we are all talking about.  But you need those 19 files in your IL-2 root directory before TFM will work.  Does that make sense?
Thanks to both you & Maddog- everything up and running as advertised - just working my way thru the 25 JSGME add-ons as I type.
Many thanks for your patient help.
( I only wish I could have kept the DBW menu slides...oh well...)
Title: Re: TFM-412 The Next Level
Post by: Barkhorn1x on May 30, 2014, 06:38:31 AM
Glad to hear you are on your way.
Title: Re: TFM-412 The Next Level
Post by: Jokili on May 30, 2014, 06:48:22 AM
Hallo,

I installed TFM-412 The next Level up to Part 09. But I can´t find the Jetplanes and
Korea map. Other thinks are working.

Thank you for help
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on May 31, 2014, 05:07:12 AM
I imagine that you will find the Korea map within the FMB, it won't be in QMB. Did you install the AI Flyables  into JSGME?
Title: Re: TFM-412 The Next Level
Post by: Mysticpuma on June 01, 2014, 11:52:04 AM
How can I check that after installing the folders into jsgme and activating them that they are working?

I looked in my install folder and all the 1-25 folders I activated are in their own separate folders but not inside the #SAS folder? Is this correct?

(and is there any way to insert images in this post without uploading them to photobucket or similar?)
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on June 01, 2014, 12:08:44 PM
Hello MP

Did you do the following:

download each pack and extract it directly into the 'jsgmemods' folder that is in the root directory once you have installed ModAct 5.3

then move each of the packs from the left to the right within JSGME

when they are thus activated each pack's contents is written into the #SAS folder and removed on deactivation.
Title: Re: TFM-412 The Next Level
Post by: Mysticpuma on June 02, 2014, 03:08:51 AM
Hi Maddog, that's exactly what I did. Now my install folder looks like this:

http://theairtacticalassaultgroup.com/forum/attachment.php?attachmentid=9907&d=1401652142

Is this correct?

If not I don't know why.

I copied all the files from:

#TFM412-01_MAPMODS

to

#TFM412-25_Carrier Wings

into my jsgmemods folder

I then launched jsgme and went through (about 4-hours) of activating them in order.

After I had activated them all, my install folder looks like the image supplied:

http://theairtacticalassaultgroup.com/forum/attachment.php?attachmentid=9907&d=1401652142

I then double-click the il2fb.exe and launched the game......but how do I know if the #TFM mods are working? My splash screen just says SAS 5.3 Modact and Ai Flyable planes......is that correct?

Cheers, MP


BTW, my main reason for asking is that I don't understand wht after activating the #TFM Mods in jsgme they all appear outside of the SAS folder?

Cheers
Title: Re: TFM-412 The Next Level
Post by: 'MadDog' on June 02, 2014, 06:39:28 AM
If they are not inside the #SAS folder then you won't have them working as that folder is functionally the same as the #DBW was in 4.10.1

Looks like you downloaded into the root directory which doesn't matter but you don't show what is inside the jsgmemods folder. Assuming that you extracted into there and you were able to activate all the packs then by default they are written into the #SAS folder. What do you have in there with all packs activated?
Title: Re: TFM-412 The Next Level
Post by: c22552255 on June 02, 2014, 07:19:31 AM